it should also have dependencies version support as mods change of version quietly more ofen than game versions like Code: { "name" : "sparkz", "version" : "Beta v. Indignant Koala", "path" : ".", "dependencies" : [ {"name" : "tabularasa" } , {"name" : "libveryuseful" , "version" : "15" }], "metadata": { "author" : "foo" "description" : "bar", "support_url" : "baz" } }
Mine are vanilla with de added ones, but I've seen posts going around that you can also make a very small file with only your lines. but I haven't experimented with those yet.
I'd like to see Version, at least, as a REQUIRED tag. Way too many Minecraft and Bethesda-engine mods that don't version anything, meaning it takes ten times as much effort to manage and update them.
How about a boolean to check if the mods recipes are loaded in to the game. Code: "arerecipesloaded" : false When the player is selected, it checks this boolean and if it finds this false, it unlocks the appropriate Tier that the character is in and past Tiers. Once the recipes are loaded, it sets the boolean to true and displays the "new blueprint available" tab if recipes were found.
I had suggested this on IRC to bartwe as well, but along the lines of: Code: { "name" : "sparkz", "content_version" : 2, "game_version" : "Beta v. Indignant Koala", "path" : ".", "dependencies" : [ "tabularasa", ["libveryuseful", 3] ], "metadata": { "author" : "foo" "description" : "bar", "support_url" : "baz" } } There's no reason to make dependency entries into objects (as well as allowing mixed entry types).
The path indicates where the mod assets are, relative of the modinfo file, so you are not forced to put them in the same directory as the modinfo file.
A bit off topic, but wouldn't it be better to have numerical version numbers for the version of starbound the mod is compatible with, which I guess would require version numbers for the game. Basically put version numbers into the game :P.
Do you ever plan on letting us add custom scripting (as in, arguments for objects' "InteractAction" parameter), and if so, when?
Would be great to implement something so each client who joins the server to only activate the servers mods and scans the assets folder of the client.. so if the client's assets are not the same as the servers they won't be allowed on the server. Must be some anti-cheat system atleast.
expect a lot more work keeping your mods up to date with the game. expect them to break, or be broken by, other people's mods. expect nobody to want to use your mods.
Will files in the mod folder be able to override vanilla stuff? For stuff that replaces existing stuff.
Is there going to be a way for mods to implement splicing or additions to base vanilla files without overriding eachother? IE: the Celestial.config issues for all biome mods, we're simply adding a planet type to a bunch of lines on there, is there a way we could have a file that just orders it to load that information in addition to, so that multiple biome mods could simply say "add X to line Y of celestial.config".
This. As well as the ability to serve up mods being used on a server to ease the installation process for people joining a modded server for the first time and updating when a server change is made.
Are you planning to introduce some sort of safety feature to the abovementioned system? If not, the introduction of this system would pose a massive risk for anyone choosing to play online.