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ezdiy edited this page Jul 21, 2018 · 6 revisions

I removed mod from Koikatu/mods/ directory, but it still appears in patchwork

Zipped mods compatibility works by extracting those, and converting back to canonical on-disk format equivalent to that of a hard mod in separate folder. In Koikatu/Patchwork/mod, you'll find folders named after zip files. Delete the folders of mods you don't want. Note that 'unzip' script unzips everything it finds in mod directory on each game launch, so you may need to keep it disabled if you want to handle extracted mods on your own.

Mods are kept on disk like this to conserve memory (roughly 2GB for heavily modded game).

Can you port feature X as a plugin?

It depends. Patchwork works fundamentally different from code hooks - the game code is modified on source level, and recompiled from scratch. This make things which are difficult to do as plugin reasonably simple to implement. The disadvantage is that it tends to break compatibility with plugins, which all expect vanilla game binary.

What this means that with pw, features can be prototyped faster. If somebody wants to port something to a plugin, I can offer some guidance how to go about it, but won't bother with this on regular basis.

Some parts of patchwork are very self contained, for example h-subs are almost independent script addon. Such things are reasonably easy to port.

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