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Sign upIs the mod manager functional? #5551
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Mods should work if you add them, we just don't have any added yet! :P Some guidelines about how to make a mod should be found here #5405. |
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OK, so what is the difference between CORE and SUPPLEMENTAL? and can you mod the |
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There can only be one CORE mod per world, but any amount of SUPPLEMENTAL mods. Most data from the json files replaces existing definitions. This happens based on the id of the object. Monster groups: If the mod contains something like this, it will only spawn dogs (in fields and forests): Only difference I can currently think of:
Some monster spawns might be hard coded to a specif type. |
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So, what if I assigned a mod that adds a new profession as
So if I need to remove dogs only from a world, I should just remove |
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The mod manager allows only one CORE mod for each world be selected (during world creation) and that's actually the only place where the mod-type matters. If you have two mods that are typed as CORE, you can not have them both in the same world, that's all (and changing the type to SUPPLEMENTAL would remove that restriction). I think this was made to allow different core data sets:
But this requires that all worlds have exactly one CORE mod and currently there is no other CORE mod available so transferring the standard data set into a CORE mod would be meaningless.
Copy monstergroups.json to data/mods/data/no-dogs/monstergroups.json, replace "mon_zombie_fast" with "mon_null" in that new file, create a file "data/mods/no-dogs/modinfo.json" with
Or (even better, actually): overwrite the definition of "mon_zombie_fast" to be the same as "mon_zombie". Zombie dogs will still spawn as usual, but they are in every aspect equal to normal zombies (same stats, same appearance), they will only be listed separately in most situations. It seems I have to add the functionality to remove things, question is: how should a removal of something be represented in json?
Something like this? |
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Is the second 'data' file necessary? data/mods/data/no-dogs/monstergroups.json
To be honest, removing and add monsters should be a feature in world generation instead of people creating separate mods for it.
I did successfully manage to remove normal zombies from the game by replacing Here, you can try it yourself: download |
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The mod manager looks for MOD_INFO entries in modinfo.json files only, so it doesn't need to go through all json files to find all the mods. Self contained mods are possible (use "modinfo.json" as path entry):
Yes, I forgot the json consistency checker. mon_null is not defined anywhere so it thinks it's a spelling mistake or similar. |
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moist-zombie
commented
Jan 19, 2014
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Sorry I'm not all that active around the community lately, but I had to hop on and throw in a capital THANKS for wrapping this up (though it looks like you did quite a bit of extra work on it!).. The community shall appreciate it :> |
VampyreLord commentedJan 15, 2014
It's in the world gen but can we add mods yet?