Developer ScottHansen Posted September 23, 2016 Developer Share Posted September 23, 2016 To better support writing mods that work in both the main release and the beta branch, a new function has been added to test against. CurrentRelease.GreaterOrEqualTo( ReleaseID.X ) -- Where X is the ID of the release. This is the official way to check for beta content. Each beta update will add a new ReleaseID. When the beta is merged back into the main game, the ReleaseIDs will be added too. This should provide a seamless transition for mods, with no emergency updates required. Example Lua Script: Example Lua Script if CurrentRelease.GreaterOrEqualTo( ReleaseID.R01_ANR_PART1 ) then --[[ Insert A New Reign beta content here ]] end You can print the current ReleaseID by running CurrentRelease.PrintID() in the debug console. Current Release Id Info The current ReleaseID will be printed in the debug console and the log file. There is no ReleaseID for the current release as none is needed. Calling PrintID in this case will look like "Current Release ID: .." The ReleaseID for the A New Reign beta will be printed as "Current Release ID: ReleaseID.R01_ANR_PART1" Link to comment Share on other sites More sharing options...
Arlesienne Posted September 23, 2016 Share Posted September 23, 2016 Sounds wondrous. Does this apply to all mods, worldgen ones included? Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted September 24, 2016 Author Developer Share Posted September 24, 2016 In theory it should. Let me know if it doesn't. Link to comment Share on other sites More sharing options...
CarlZalph Posted September 24, 2016 Share Posted September 24, 2016 Much better than comparing against builds with the variable "APP_VERSION". Link to comment Share on other sites More sharing options...
Serpens Posted September 26, 2016 Share Posted September 26, 2016 (edited) @ScottHansenWith your last update you made alot of mods crash, that used dont strave prefabs as a base to build the new prefab. All prefabs that return Prefab( "common/trashcan", fn, assets, prefabs) instead of Prefab( "common/trashcan", fn, assets) Wasn't it possible to fix whatever you fixed this way, without making the mods crash? (I don't know why the mods worked before, since prefabs was really a variable that was not defined, but at least a notification about your fix would be great...) Edited September 26, 2016 by Serpens Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted September 27, 2016 Author Developer Share Posted September 27, 2016 @Serpens I'm not aware of what change introduced this but I'll have a look tomorrow Link to comment Share on other sites More sharing options...
Serpens Posted September 27, 2016 Share Posted September 27, 2016 (edited) 17 minutes ago, ScottHansen said: @Serpens I'm not aware of what change introduced this but I'll have a look tomorrow thanks just to make it more clear: The mods that crashes now really contain a undecleared variable. They returning "prefabs" without declaring it. So that way it is now, it is correct and the mods never should have worked before. I think you can't do anything to make them work again ........ ....except defining a non local variable "prefabs" without overriding any variable... maybe this is the thing you fixed? there was non local prefabs and you made it local? Edited September 27, 2016 by Serpens Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted September 27, 2016 Author Developer Share Posted September 27, 2016 15 hours ago, Serpens said: thanks just to make it more clear: The mods that crashes now really contain a undecleared variable. They returning "prefabs" without declaring it. So that way it is now, it is correct and the mods never should have worked before. I think you can't do anything to make them work again ........ ....except defining a non local variable "prefabs" without overriding any variable... maybe this is the thing you fixed? there was non local prefabs and you made it local? I've addressed the issue, just as you expected, there was non local prefabs and and we made it local. There should be a patch coming out today. Link to comment Share on other sites More sharing options...
CarlZalph Posted October 14, 2016 Share Posted October 14, 2016 It took a bit but I have now used this in my overlay disabler for adding support to remove the Toadstool's overlay. Link to comment Share on other sites More sharing options...
Serpens Posted October 17, 2016 Share Posted October 17, 2016 @ScottHansen sry for offtopic, but I need help from a developer: It seems it is no longer possible to generate islands with modworldgenmain.lua ? I already asked DarkXero, but he also was not able to fix this or find a workaround. So the help of a developer is the only thing left I guess. Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted October 17, 2016 Author Developer Share Posted October 17, 2016 42 minutes ago, Serpens said: @ScottHansen sry for offtopic, but I need help from a developer: It seems it is no longer possible to generate islands with modworldgenmain.lua ? I asked around the office and the got nothing but sad faces. It appears creating islands is indeed broken in DST right now and its not a simple fix. Link to comment Share on other sites More sharing options...
Serpens Posted October 17, 2016 Share Posted October 17, 2016 11 minutes ago, ScottHansen said: I asked around the office and the got nothing but sad faces. It appears creating islands is indeed broken in DST right now and its not a simple fix. okay... sad =/ Anyone knows a workaround ? Maybe creating the islands outside of modworldgenmain? So first one small island is created, so world loads without issues. And after the world is created, the modmain creates the other islands ? Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted October 18, 2016 Developer Share Posted October 18, 2016 That would definitely be possible. TheWorld.topology contains all the information about the biomes and tasks and rooms and their connections, after generation if you "erased" everything in a room (including the ground) and reloaded the map, it should work as you expect. (You'd have to put the wormholes in yourself as well, but again the information in Topology should give you a rough idea of where to put them.) Link to comment Share on other sites More sharing options...
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