user019 Posted May 5, 2020 Share Posted May 5, 2020 I know that we can set the compatibility in modinfo.lua but I am just curious how to actually make a mod compatible with the dlc regarding the logic. For example, I would like to change the tuning value TUNING.WOODLEGSBOAT_SPEED. This tuning value does not exist in the don't starve vanilla tuning file which is located at data/scripts/tuning.lua. Instead, it exists in the tuning file of the shipwrecked dlc which is located at data/DLC00002/scripts/tuning.lua. In my modinfo.lua, I set shipwrecked compatibility to true and in my modmain.lua. should I just have the line TUNING.WOODLEGSBOAT_SPEED = some number or if (shipwrecked_compatible = true, some condition to check for shipwrecked world idk) then TUNING.WOODLEGSBOAT_SPEED = some number end Thanks Link to comment Share on other sites More sharing options...
Ultroman Posted May 6, 2020 Share Posted May 6, 2020 In this case, you can just leave the variable for all versions. I grabbed this from the game code. I believe it is the best way to check for each kind of DLC. I think there's some difference between how to check for RoG compared to SW and Hamlet, and I don't know why. if SaveGameIndex:IsModePorkland() then -- Do Hamlet code elseif SaveGameIndex:IsModeShipwrecked() then -- Do SW code elseif IsDLCInstalled(REIGN_OF_GIANTS) then -- Do RoG code else -- Do original DS code end You can translate those if-statements to bool-variables if you prefer. Link to comment Share on other sites More sharing options...
user019 Posted May 6, 2020 Author Share Posted May 6, 2020 thanks Link to comment Share on other sites More sharing options...
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