Cyberboy2000 Posted January 25, 2017 Share Posted January 25, 2017 Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Spoiler 21/12-15 Initial release 22/12-15 Now includes Sequential Mod Loader by Lemonhead(Lemonymous on the forum) 31/12-15 Added generation option customization 18/4-16 Compatible with Library version of Sequential mod loader 12/8-16 Added early, late and unload modules Removed Sim construction Added Add Banter functionality 13/8-16 Fixed an issue with language packs 25/1-17 Hopefully fixed some of the disappearing items bugs Fixed possible issue with non steam versions Fixed banter not resetting when mod is turned off simdefs.CUSTOM_OPTIONS is now keyed, meaning you have to use simdefs.CUSTOM_OPTTIONS[name] instead of table.insert, where name is the on-screen name of the option Use simdefs.CUSTOM_OPTIONS_ORDER to order things you add to CUSTOM_OPTIONS Generation options can now have masks. Masks mean that certain options are hidden unless the mask requirements are met Generation options can have the noUpdate trait to make toggling that setting not put you into custom difficulty Generation options can now nest other options. This is only useful for vanilla options, since simdefs.CUSTOM_OPTIONS is now keyed You can now define custom apply and retrieve functions for generation options Constants local to procgen_context are now defined in simdefs earlyInit and lateInit functions can now be defined 23/2-17 Added ability to easily change hud elements (comes with room for up to 12 Incognita slots) 17/3-17 Fixed crash when loading old saves with new mods installed. 19/3-17 Fixed error with hud customization 4/4-17 Custom hud objects now reload each time they load. 6/5-17 Mod load order is now consistent. Safe loot table are now reset automatically. Generation options can now be set to default to different values on different difficulties. Campaign params and Campaign difficulty can be passed to custom apply and retrieve functions. 1/6-17 The raw generation options are now passed to all load and unload functions. Useful for figuring out if a certain mod is enabled or not. 2/6-17 An agent can now override certain values of an item they can carry. For example they can be configured to automatically install a certain augment. Fixed a potential memory leak cause by cross banter. 20/8-17 Added support for banter with a different number of agents than 2. Custom stores can now define what type of overlay they have (fixes issues with Auxillary Server Terminals from Programs Extended) 23/8-17 Fixed ui changes not working because of the last update 24/9-17 Fixed mods not unloading for old saves. Added worldmap modifying features. 28/9-17 Fixed incorrect looking doors when using custom wall textures 30/9-17 Made the addWorldPrefabt function work with existing corporations as well as other mods 3/10-17 Fixed another crash 7/10-17 No more errors if you try to add banter to an agent that is not enabled. Added the ability to add arbitrary functions to be called whenever campaign time changes. 5/12-17 Fixed a few compability issues with language packs. Fix for no starting mission when travel times are set too high. 14/2-18 Moved some variables that used to be local for state-generation-options to simdefs Made it so that you can make programs that target any unit, also allows you to customize graphics and tooltips for programs that work like Lightning Steam Workshop Version Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse workshop-580661011.zip Link to comment Share on other sites More sharing options...
SteelCrow Posted January 31, 2017 Share Posted January 31, 2017 YAY!! I haven't been able to get back to modding Invisible Inc, so I haven't tried this out yet, but I will. Thanks Cyberboy Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted February 23, 2017 Author Share Posted February 23, 2017 Added ability to easily change hud elements. As an example I have added room for up to 12 Incognita slots (it does not actually add new slots, but it allows other mods to do so) Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted March 17, 2017 Author Share Posted March 17, 2017 Fixed crash when loading old saves with new mods installed. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted March 18, 2017 Author Share Posted March 18, 2017 Fixed hud customization error Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted April 4, 2017 Author Share Posted April 4, 2017 Custom hud objects now reload each time they load. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 6, 2017 Author Share Posted May 6, 2017 Mod load order is now consistent (could cause some issues with existing saves, but I think it's better than having it the way it used to be).Safe loot table is now reset automatically.Generation options can now be set to default to different values on different difficulties.Campaign params and Campaign difficulty can be passed to custom apply and retrieve functions. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted June 1, 2017 Author Share Posted June 1, 2017 The raw generation options are now passed to all load and unload functions. Useful for figuring out if a certain mod is enabled or not. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted June 2, 2017 Author Share Posted June 2, 2017 An agent can now override certain values of an item they can carry. For example they can be configured to automatically install a certain augment. Fixed a potential memory leak cause by cross banter. Link to comment Share on other sites More sharing options...
dataflux Posted July 17, 2017 Share Posted July 17, 2017 Hi Cyberboy, Sorry if this is a dumb question, but is there a way to change the loading order of mods with Sim Constructor? For example, the "API Example" mod (which probably doesn't use Sim Constructur?) changes Decker's starting augment, but then "New Items and Augments" loads later and overwrites it with a different one again. I can currently only get the augment from the API Example mod by completely disabling the New Items and Augments mod. Is there a way to fix this with Sim Constructor's mod load order? Thanks. Link to comment Share on other sites More sharing options...
wodzu_93 Posted July 17, 2017 Share Posted July 17, 2017 Yes, but you need to edit mod files directly, there is no GUI to dynamically change that order in-game. Editing can be a bit tricky if You don't know how it works. Link to comment Share on other sites More sharing options...
dataflux Posted July 21, 2017 Share Posted July 21, 2017 I don't mean to be too demanding, but in this specific case, what would I need to change? A line in the code for the "New Items and Augments", which already uses Sim Constructor I presume? Or would I have to add a dependency to the API Example mod on Sim Constructor? I don't mean to ask to much of you, I have some coding experience, but got rather confused the last time I tried to mod II, so a few pointers would be very much appreciated! Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted July 21, 2017 Author Share Posted July 21, 2017 On 7/17/2017 at 11:08 AM, dataflux said: Hi Cyberboy, Sorry if this is a dumb question, but is there a way to change the loading order of mods with Sim Constructor? For example, the "API Example" mod (which probably doesn't use Sim Constructur?) changes Decker's starting augment, but then "New Items and Augments" loads later and overwrites it with a different one again. I can currently only get the augment from the API Example mod by completely disabling the New Items and Augments mod. Is there a way to fix this with Sim Constructor's mod load order? Thanks. Just get Agent Mods Combo by Shirsh. It has an agent (Ghuff) which does the same thing. Link to comment Share on other sites More sharing options...
dataflux Posted July 22, 2017 Share Posted July 22, 2017 16 hours ago, Cyberboy2000 said: Just get Agent Mods Combo by Shirsh. It has an agent (Ghuff) which does the same thing. Actually, Ghuff does the same as the agent included in the Example API mod, but that also replaces Decker's augment with a tagging one. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted August 20, 2017 Author Share Posted August 20, 2017 Added support for banter with a different number of agents than 2. Custom stores can now define what type of overlay they have (fixes issues with Auxillary Server Terminals from Programs Extended) Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted August 23, 2017 Author Share Posted August 23, 2017 Update, because for some reason stuff broke in the last update. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted September 24, 2017 Author Share Posted September 24, 2017 Fixed mods not unloading for old saves. Added worldmap modifying features. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted September 28, 2017 Author Share Posted September 28, 2017 Fixed incorrect looking doors when using custom wall textures Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted September 30, 2017 Author Share Posted September 30, 2017 Made the addWorldPrefabt function work with existing corporations as well as other mods Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 3, 2017 Author Share Posted October 3, 2017 Fixed another crash Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 7, 2017 Author Share Posted October 7, 2017 No more errors if you try to add banter to an agent that is not enabled. Added the ability to add arbitrary functions to be called whenever campaign time changes. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted December 5, 2017 Author Share Posted December 5, 2017 Fixed a few compability issues with language packs. Fix for no starting mission when travel times are set too high. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted February 14, 2018 Author Share Posted February 14, 2018 Moved some variables that used to be local for state-generation-options to simdefs Made it so that you can make programs that target any unit, also allows you to customize graphics and tooltips for programs that work like Lightning Link to comment Share on other sites More sharing options...
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