Posted by on March 12th, 2015


Cambo here and it’s time for a little fun after the past few busy weeks. We are super happy to finally get an update to you guys yesterday and hope you had the chance to try it. Don’t forget to let us know what you think through our forum and social media.



Now onto the fun stuff, I want to introduce everyone to Johny. He is a long time modder and caught our attention when he started creating mods for TUG. We were blown away with the work he was doing so we asked him to join us.




What games have you modded in the past?

I have modded few games before, first one was Open Tibia Server it was really popular back then, ran on almost any PC and used Lua for scripting, making it easy to learn. The only problem was that there was no way to modify the client and playing using the official client wasn’t exactly legal.

Later on I was tweaking Diablo 2 mods, adding custom recipes and increasing the level cap.

Then I was modding Minecraft for a good while, the modding options are limitless, making almost everything possible. I have made my own dimension, tool, machine and something really cool. Link Blocks that extended any block they were attached to, providing access to inventory and liquids in that block.

I have also tried to make my own game, few times to be honest, but I couldn’t make good looking models and textures. Working on my own made it really hard to work on and test things at the same time. It was a very good experience regardless.

How long have you been in the modding scene and why do you do it?

I have started back in 2007, school was boring and games were limited. I wanted to make my own game, obviously back then I couldn’t program but I could learn how to mod. Once I have started to mod games, I kept coming back to it. I like making things work the way I want them to.

What mods have you done for TUG so far?

I have started with Conveyor Belts, but it quickly turned into Steam Power mod, with help from Sigil, we were able to get stuff to work and look good. It includes things like Item Elevator and custom crafting systems. For instance, casting and in-game constructions using Frame.

Since I like to keep compatibility with other mods I’m also working on the CommonLib which provides all of the systems and hooks (core changes).

How’s the overall experience been so far in modding TUG?

Really good, the thing about TUG is that the whole core of the game could be replaced, which is extremely important for modding, and it also means that all of the content you can see in the game is just a mod.

What are some of the things you are looking forward to mod in TUG?

I’m looking forward to mod a lot of things, I will definitely want to mod the world gen, inventory interactions and NPCs.

What is your experience working with the team since joining Nerd Kingdom? (We already know we’re cool, thank you very much!)

Working? huh? I’m just officially modding the game 🙂 and I really enjoy it.

A fight between a steampunk Bruce Lee and cyborg Chuck Norris, who will win? What kind of special attacks would be used? Please make a mod for this, haha!

Hmm… steampunk Bruce Lee and cyborg Chuck Norris, they would fight indefinitely and all of the attacks would be special attacks.



I guess we can assume Bruce Lee with a monocle using nunchucks infused with steam is a safe bet. Let’s not forget Chuck Norris dangerous round house kicks launching missiles from his toes. Yup, an endless battle indeed!

You can check out Johny & Sigil’s Steam power mod thread here

Got questions about modding or general ideas? Hit up @JohnyCilohokla


Until next time, @Cambo Out!

Posted by on May 15th, 2014

Greetings! I’m Edmund (Cobell), Project/QA Manager at Nerd Kingdom. This week we’ll be touching upon the subject of game testing.

Testing is an important part of the process in any software development. And unfortunately, testers do not simply play the game all day to find bugs. Testing is a systematic process of documentation, research, and reports.

So let me describe the general process with a specific example. Hopefully, our players know how what materials are needed to craft a simple tool like a hammer. The existing recipe requires a forked Y-shaped stick, some binding material, and a blunt rock.

In an upcoming patch, we’re introducing new resources that can be used as binding materials when crafting a  tool or weapon. So how do we test this?

The first step is to create a plan to test these new bindings. Taking our trusty hammer as our example again, with two new bindings, 18 new recipe combinations need to be tested and verified that a hammer will be created.  We’ll use a spreadsheet to track all the  variations of tools and weapons.

The expectation will be that a hammer can be created with any of these new bindings. So we’ll want to test each recipe individually.  To do this we’ll make a test level with all the resources we need, and then systematically verify each new recipe, and mark off the result of each craft on the spreadsheet.



A level with pre-placed resources to test

We’ll also check a small subset of these hammers to verify their damage states, functionality, and animations are all correct. Then, as a sanity check, we’ll also spot check the existing, older recipes to verify they still create hammers.

Examples of crafting failures have been the game not recognizing the appropriate resources are a valid recipe, an item going through the crafting process and not generating an item, a crafted item appearing but falling through the world, a different item being created, and tools being oriented in unnatural ways on the player.

After this research is complete, we’ll compile a list of these failures into a report for the devs to fix, and then verify those fixes.

This kind of process isn’t a one time thing. Anytime something is new or changed in the game, testers go through a process of planning, research, and feedback. We also regularly re-verify previously functioning systems.

Hope you enjoyed this brief insight into testing!

Until next time Seeds,