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Sign upSupport total conversion mods #19260
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This seems like the inevitable evolution of our mod manager. Cool idea! |
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Added bonus: non-content mods (for example fast zombies) are now much quicker via |
Coolthulhu
self-assigned this
Nov 16, 2016
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Coolthulhu
removed their assignment
Nov 16, 2016
mugling
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Nov 16, 2016
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Found it - some mods were lacking a dependency on |
mugling
added some commits
Nov 12, 2016
Coolthulhu
self-assigned this
Nov 19, 2016
Coolthulhu
merged commit 0aa4ae0
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CleverRaven:master
Nov 19, 2016
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This has been rescheduled for testing as the 'master' branch has been updated.
illi-kun
referenced this pull request
Nov 21, 2016
Closed
Make the core game into a "core mod" #17398
Leland
referenced this pull request
Nov 22, 2016
Closed
Require at least one core content pack #19413
This was referenced Jan 18, 2017
keyspace
referenced this pull request
Feb 2, 2017
Merged
[RDY]"BrightNights" - the sci-fi mod #20173
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mugling commentedNov 12, 2016
•
edited
Groundwork for supporting total conversion mods. A conceptually much simpler approach than the previous whitelisting attempts (which were complex and contained many bugs).
corecontent packs which are loaded before all other contentddais the firstcorepack and also enabled by default for all games--dump-statsboth use theddacore content packddaNext step is to move the minimal number of items from
ddatodata/coreand then other contributors can begin to write total conversion mods.