SharraShimada Posted March 4, 2022 Share Posted March 4, 2022 1 hour ago, Yobbo said: As i said, there has already been such a version for over 8 months. I don't have a problem with you, i have a problem with what you have said and how you have said it. has been. Will no more. Get it? Link to comment https://forums.kleientertainment.com/forums/topic/137918-upcoming-mod-support-changes/page/2/#findComment-1544976 Share on other sites More sharing options...
pether Posted March 5, 2022 Share Posted March 5, 2022 On 3/3/2022 at 11:05 PM, EricKlei said: I've noted the modding suggestions in this thread and will continue to monitor it for further suggestions. @RomenH Could you point me to mods which already implement inter-mod communication or would benefit from it? From among my mods: - in "Rooms Expanded" I handle room requirements with other mods' buildings - in "Symbiotic Germs" I grant bonuses for a few modded critters/plants - in future "Diseases Expanded" development, I could add germs specific for other mods' critters/plants so far I keep things simple and use hardcoded IDs of items from other mods, so don't search my mods for solutions or implementaion examples because it's nothing as advanced as other modders suggested, but those are a few ideas how to benefit from cross-mod scenarios Link to comment https://forums.kleientertainment.com/forums/topic/137918-upcoming-mod-support-changes/page/2/#findComment-1545034 Share on other sites More sharing options...
gabberworld Posted March 6, 2022 Share Posted March 6, 2022 just go for lua step by step, that way modders code is separated from main game and when you make code changes in game, you still able use lua as same export import needs. and when you develop lua correctly for the game. you are able even make that you not need restart the game if you disable or enable the lua script Link to comment https://forums.kleientertainment.com/forums/topic/137918-upcoming-mod-support-changes/page/2/#findComment-1545384 Share on other sites More sharing options...
Yobbo Posted March 10, 2022 Share Posted March 10, 2022 On 3/5/2022 at 9:02 AM, SharraShimada said: has been. Will no more. Get it? So ask for it to be kept indefinitely, rather than complaining that it doesn't exist. The OP doesn't say anything about removing that branch. So, get what? That you're incapable of following forum guidelines for non-obnoxious communication? Link to comment https://forums.kleientertainment.com/forums/topic/137918-upcoming-mod-support-changes/page/2/#findComment-1546652 Share on other sites More sharing options...
pether Posted March 17, 2022 Share Posted March 17, 2022 On 3/2/2022 at 11:59 PM, JarrettM said: While we can’t promise to expand our modding API with every request, we encourage you to let us know in this thread if you feel that something is missing. OK that one is not a big deal and I would have no issues with it being ignored, but I might share some feedback: Last time you added custom version support to display mod version in mod menu. That is super cool and I use it every single time. Also, all my mods change their version with each update, so users knew exactly what release are they using. But this means I must modify mod_info.yaml each time the mod is updated, if I forget about it (and knowing me it will happen sooner or later) it might cause confussion. I wonder if we could have option to instruct ONI to read dll version and display that in mod menu? This way I could be always sure everything is correct. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/137918-upcoming-mod-support-changes/page/2/#findComment-1549474 Share on other sites More sharing options...
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