The Plum Gate Posted October 22, 2017 Share Posted October 22, 2017 I've been playing around with worldgen files - making pois, adding 'features', etc. I think it would be great if we could put these files in the Mods folder somewhere. It seems compelling to reorganize the worldgen folder so that files aren't looking backwards for the poi and template files, this could be done with a 'common' folder. StreamingAssets -> worldgen -> common -> [ templates, pois, biomes, features, noise, subworlds, (etc) ] StreamingAssets -> worldgen -> worlds -> [ someWorld.yaml, yetanotherworld.yaml, somethingtheworldneeds.yaml ] StreamingAssets -> worldgen -> someWorld -> [ here files and folders (templates, pois, biomes, features, noise, subworlds, (etc)) exist that override the files from the common directory] so, mod options for worldgen outside of debug mode could look something like... StreamingAssets -> Mods -> [ ModName, ModDdescription.yaml] ( something to enable the mod to function outside of debug mode - ie, enable the wold selector and set the worldgen directory ) StreamingAssets -> Mods -> ModName -> [ woldName, worldName.yaml ] or [ worldgen -> [ common, worlds ] ], the latter solving multiple worlds in a single mod... The files and folders then exist apart from vanilla game files but use the same directory format as the game itself ( if this was the case ). Obviously worldgen file names and the name of the world itself can be different, this would need to be solved with some sort of directory, or targeting convention ( I would just stick with filename/foldername likeness ). Link to comment https://forums.kleientertainment.com/forums/topic/83174-rwg-organization-mod-ops-for-rwg-outside-debug-mode-worldgen-mods-in-the-mods-folder/ Share on other sites More sharing options...
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