-
Notifications
You must be signed in to change notification settings - Fork 0
FAQ.md
Use .vmz for normal OrcKit releases.
It is zip-compatible. Package your mod as a zip with mod.txt at the root, then rename it to .vmz.
Only when Developer Mode is enabled. Ship archive mods for users.
OrcKit mounts .pck files, but normal mod.txt processing such as autoload declarations is skipped for .pck entries.
Both copies probably share the same [mod] id. OrcKit deduplicates by id and keeps the preferred version.
Use 0 unless you have a reason. Compatibility patches can use higher values.
Set a higher priority than the other mod. Also document the dependency and use has_mod() at runtime if your code depends on it.
var modlib = Engine.get_meta("OrcmodLib")
if modlib.has_mod("other_mod", "1.0.0"):
print("other_mod is available")Use hooks for small behavior changes. Use script overrides when you need to replace larger script behavior.
Check that [hooks] declares the vanilla script and method, and that registration happens after frameworks_ready.
They can both try, but only the later-loaded one wins. Use the conflict report to confirm.
In Developer Mode:
user://modloader_conflicts.txt
It means OrcKit's runtime facade and hook framework are ready. Register hooks after this signal.
Some resources need packs mounted early. OrcKit uses a two-pass restart to mount enabled archives and hook packs at the right time.
Not automatically. But users will be warned. Remove risky APIs if possible, or clearly document why they are needed.
OrcKit developer wiki for Sir, We Have an Orc Problem Playtest mods. These pages document OrcKit 1.0.0.