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Sign upJSON API changes #19376
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mugling
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Nov 20, 2016
CleverRaven
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Nov 20, 2016
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Changes
MigrationVehicles using this part should instead use |
illi-kun
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Nov 20, 2016
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MigrationIf using either abstract via Additional notesAny item |
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MigrationReplace all arrays of symbols in Additional notesThe set of supported symbols is limited. Currently rotatable symbols are:
More symbols may be added on request. |
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Dec 4, 2016
mugling
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Dec 4, 2016
Merged
obsolete the version of PK_rebalancing included in the coregame #19631
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Changes
MigrationUse |
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New featureNew generic attack syntax that allows defining custom monster attacks in json #19702. Description here: |
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ChangesIn
Changed in #20003. Example"overmaps": [
{ "point": [0,-1,0], "overmap": "road_end_north" }
],
"connections": [
{ "point": [0,-1,0] }
] |
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ChangesFlags for overmap terrains have been replaced with respective boolean fields. See the updated doc for details. Also, rotatable overmap specials can't have non-rotatable terrains in them. Linear terrains (roads, sewers, e.t.c.) are considered to be rotatable. MigrationThese fields need to be replaced with flags (in our usual manner
Changed in #20295. |
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New feature
Usage described on wiki: |
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ChangesIn
MigrationThe flag needs to be removed.
{
"type": "overmap_location",
"id": "desired_id",
"copy-from": "desired_id",
"extend": { "terrains": [ "id_of_your_terrain" ] }
}
{
"type": "overmap_connection",
"id": "desired_id",
"copy-from": "desired_id",
"extend" : { "subtypes": [
{
"terrain": "id_of_a_road_or_whatever",
"locations": [ "id_of_your_new_location" ]
}
] }
}Changed in #21620. |
CleverRaven
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Oct 19, 2017
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#22198 -- this actually will affect a number of mods (anything touching regional_map_settings.json) - pasting the affected part here: This section needs to be added to regional_settings_mod.json of any mod that has this issue (I put it right after shop_options, which is where it is in the main game's file
Mods affected: Bright Nights and Small Town Building Pack thus far -- verified that making this change in Bright Nights resolves the issue -- just don't know how to go about pushing a fix :) |
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ChangesIn
Backward compatibility is preserved, so you can use fields instead of flags, but warning message will appear when starting game with mod using fields instead of flags for bionics. |
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Changes:
New syntax:"used_up_item" : { "id": "rag", "quantity": 1, "charges": 2, "flags": [ "FILTHY" ] }Old syntax (will default to quantity of 1, charges of 1 and no additional flags.):"used_up_item" : "rag"Changed in #23858. |
BorkBorkGoesTheCode
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Jun 13, 2018
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Basements can now have different ids which allow spawing in certain basement variant (see "High tech, low life" start scenario ). Changes:
Configuration example:"city": {
...
"house_basement_chance": 5, "//": "one_in(n) chance a house has a basement",
...
"basements": {
"basement": 1000,
"basement_bionic": 50
},Changed in #24036. |
Night-Pryanik
referenced this issue
Aug 10, 2018
Merged
tilesets: add support for looks_like field #24747
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New feature:furniture, terrain, monsters, vehicle parts, and items can have a "looks_like" field. This is pretty straightforward in how it is added to json:
looks_like is set to the id of another object of the same time (furniture for furniture, monster for monster, etc). If a tileset tries to find a tile for an object with a looks_like field and fails, it repeats the search against the looks_like object and uses that tile if it finds it. If will continue searching until it finds a tile or reaches a looks_like object that doesn't have a looks_like field, at which point it falls back to the original item's ascii symbol. looks_like is automatically set to copy-from for objects with a copy-from, but an explicit looks_like overrides the looks_like from copy-from. ie:
will use the tile for lokis_knockoff it the tileset has it, the tile for mjolnir if lokis_knockoff doesn't have a tile, and the tile for a hammer_sledge if mjolnir doesn't have a tile.
will look like a warhammer if there isn't a tile for it. |
ZhilkinSerg
referenced this issue
Aug 14, 2018
Merged
Rename 'add' to 'place_item', make chance function like place_items. #24530
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ChangesIn mapgen json, the "add" directive has now been renamed "place_item" to match the already existing "place_items" directive. "Chance" is now interpreted as a percentile chance, not a one-in-X chance, bringing it in line with "place_items" and most other mapgen functions. MigrationChange "add" to "place_item". If your chance was defined as one-in-X, change to a percentile chance (i.e., newChance = 100 / oldChance). If your chance was already being defined as percentiles, it will begin to work properly after this change. |
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ChangesHarvest entries have changed in how they work; they are now required for all monsters. |
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Updates to this issue have been sporadic, I'm absolutely certain they're incomplete, and there is no indication that anyone is reading them. Worse, it's unreadABLE, there's no reasonable way to use this stream of notifications to determine what you need to do in your mod. If we're going to support modding, we need up-to-date documentation in the repository people can reference. |
mugling commentedNov 20, 2016
As per @illi-kun's suggestion changes to the core engine that might break third-party mods will be announced here. If you are developing a mod you may wish to subscribe to notifications on this issue.
Developers merging significant changes should make a short entry here linking back to the relevant PR. The intended format is for announcements and to maintain a changelog, not Q&A. Further discussion can and should continue in the original PR or otherwise you may consider opening a further issue.
Known third-party mods: