This repository has been archived by the owner on Oct 20, 2021. It is now read-only.
Version 0.2 Release ("Crabman")
The "Crabman" release, since release nicknames sound fun. This contains a re-written mod loader as well as other usability improvements. Please read the entire changelog and note the warning on the bottom.
Injector Changes:
--manageddir
flag now functions properly.- Mod loader is now injected sooner in the game start-up cycle. It should now be possible to skip the logo splashscreens (with a mod).
- Removed debugging writes, should be much nicer in the command line now.
Mod Loader Changes:
- Re-vamped mod loading mechanism. Hopefully this is the last time I break compatibility as the intent here is to resonably futureproof things.
- Mod loading should fail gracefully and one bad apple won't ruin the bunch.
- Mods will now be loaded in arbitrary depth within the
Mods
folder.- The loader will search directories recursively. It will follow symlinks. Do not put any in your
Mods
folder.
- The loader will search directories recursively. It will follow symlinks. Do not put any in your
- Mods may now designate a priority level. Mods are loaded in this order
High
->Normal
->Low
. Mods in each priority level contain no guarantee of priority.- In other words, two mods with
High
priority will be loaded in undefined order. - The intent here is to allow for mods which absolutely must load first/last to do so.
- In other words, two mods with
- Includes two default mods. (Intent is to allow this to be configured in the future.)
- Console enabler, which turns on console access. (All users will have this by default.)
- Console command loader, which loads console commands (and console variables) from mods. The game's default behavior is to only load commands from its own assembly.
WARNING: Re-written mod loading system requires developers to update mods so they will be picked up. DO NOT update unless your mods explicitly support v0.2+.