In the event multiple mods are trying to modify the same stock files, I would assume that said mod manager would more likely fall back to some sort of configurable load order (like Skyrim, Terran Conflict/Albion Prelude) than try to account for and merge any and all changes, flawlessly. I'm not sure it'd be practical for a mod manager to try and merge changes. Perhaps when the player (and universe?) files have been deciphered can a mod manager "clean up" properly. Nasty crashes and perfectly generic items are two probable outcomes from not doing this, especially when removing assets.
When using this hypothetical mod manager or simply modifying nfig in general, you still need to create a new character every time something is changed. Note: I've not read the entire thread, I'm just throwing in two cents. If I could get this stickied that would be awesome. Thanks for reading, and have fun developing Starbound mods! If you have any suggestions for additions to these sections, let me know in the posts below. This ensures the mod is compatible with any other mods that touch nfig. Provided you have written up the recipe and have it coded and in the right places, all we would have to do is this:Īnd now, when we pickup or craft the chembound_bottle, along with all the other recipes defined, we will gain the chembound_bottle_liquidbananium recipe and be able to build it. So, we would add "chembound_bottle_liquidbananium" to the array. Our goal is to make it so that when you pick up a bottle or craft one, it gives you that recipe. Say we wanted to add a "chembound_bottle_liquidbananium" recipe, and that we had it coded and ready. It allows me to add recipes to your list of blueprints without modifying any core files. That's what Chembound uses to give you the recipe as an option. Notice the "learnBlueprintsOnPickup" part. Let's look at the recipe file for the chembound_bottle. Keep in mind that Stone Furnace recipes do not need to be put inside nfig to work.
Tutorial 1: Adding recipes to a player's list without editing nfigįor this tutorial, we will be using the Chembound Empty Bottle as an example of how to do the first way.
This not only ensures people don't have to jump through hurdles to install your mods, but also ensures you can easily bugtest your mod playing it the same way your consumers, or players, do. If someone releases a big new modloader that requires drastic changes in how you distribute your mods, package up your mod for using it. If you think that you must edit a vanilla file, go to #starbound-modding on and ask if there's a way to do it without editing a vanilla file. When used in combination with the above tip it makes uninstalling mods manually a breeze. This is crucial to maintain compatibility and easy uninstallation. Don't edit files that come with the base game.This prevents conflict errors at the same time as allowing you to find your files. For example, ChemBound has "chembound_" attached to the front of all the file names and IDs, so "bottle" would become "chembound_bottle". This ensures you know exactly which files were added by your mod. Put "_" at the start of all your files, IDs, and anything related.Here's some tips and tricks for modders to maintain compatibility with other modder's creations so that everything can be run at the same time with minimal issues. I noticed that a lot of you are having issues with mod compatibility due to mod authors editing the same files. Activate the machine and you can eat players for as long as that machine remains active.Hello, I am Iamgoofball.Go buy a “Prey Enabler” at the furniture store.Go buy the new tech chip at Bellybound.Exchange tokens you recieve from tenants for costume pieces and other goodies.Thank you to everyone who submitted things.
This update also includes a fabulous amount of content from fellow players. Be sure to read the README as there are a few stipulations. Accessible in the same method as the Outpost, the Foodhall is a centralized instanced location, where you can meet other players as well.Īlso included is a new RP method which allows predators to eat prey. This mall will grant you access to everything you need to use all the content in the mod, without the need of pillaging the universe. Today we are proud to release the next major update featuring the Foodhall Vore Mall.