PERSONAL NOTES / ALEX

Why I started making Palworld mods: a few things I wanted to change

Base boundaries, full containers and repetitive Pal management were the starting points for these small Palworld mods.

Making mods started with playing games.

Small ideas kept coming up: a little more room around the base, more space in a container, fewer clicks to sort the Pals in storage. None of these had to be a huge problem. Running into them repeatedly was enough to make me want to try a change.

One change at a time

Some of the mods adjust limits: base radius, container capacity or the disassembler’s waiting queue. Others change a sequence of actions: sending a batch, finding materials across pages, or filtering Pals before setting a favorite level.

They may all reduce repetitive work, but they do different things. A larger disassembler queue does not make processing faster. A larger capacity for newly created boxes does not migrate every existing box in a save. Explaining that matters as much as making the change itself.

I prefer to keep these changes separate. You can choose the one you want without changing several other rules at the same time.

Keep the final decision

Batch actions should reduce clicks while leaving the actual choice visible. The condenser helper finds materials but does not press the final condensation button. The disassembler helper shows a list and waits for confirmation before sending it. Their consequences differ, so their prompts should too.

The favorite tool follows the same pattern: choose conditions, preview the matches, then set the target level. A list that matches a filter is not automatically the list you intended to change.

Getting ideas off the shelf

At first, plenty of ideas stayed unfinished because I didn’t understand how to approach them. As AI agents became more useful, I could try more of those ideas. “很快啊~” — that was quick~

Working faster doesn’t mean every in-game situation has been verified. Loading successfully, changing a parameter and passing isolated tests are different from saving and reloading in the actual game. I want the documentation to keep those distinctions visible.

If something feels useful, or something goes wrong, leave a note on the relevant project page. The version and steps you took will help make the report easier to follow.

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