Question, @OmnipotentEntity : With the new patching system, will we be able to specify things like hit boxes and arm pivot points on a per race basis? Or are those still applied globally? Also, if you or one of the other devs would be willing to implement a way to allow modders to specify race-specific variants for clothing and the like, that would be awesome! (That way, non-humanoid race mods such as the Avali would be able to add support for the various vanilla armors if they wished to do so. Or it could allow something as simple as helmet variants that take the Hylotl's third eye into account.)
i have problem with projectiles/physics.config try to use thread example: http://community.playstarbound.com/...-all-your-mods-died.83546/page-5#post-2189114 Code: [ { "op" : "add", "path" : "/boulder", "value" : { "gravityMultiplier" : 0.0, "bounceFactor" : 0.0, "maxMovementPerStep" : 0.4, "groundSlideMovementEnabled" : false, "collisionPoly" : [], "ignorePlatformCollision" : true, "groundFriction" : 0, "airFriction" : 0, "liquidFriction" : 0, "speedLimit" : null } } ] but gets error: Code: Code: Info: Writing Star::Configuration to '..\starbound.config' Error: Exception raised during Root finishInitialization: (AssetException) Could not read variant value /projectiles/physics.config:default StarException::StarException(string, exception) AssetException::AssetException(string, exception) Assets::variant(String) ProjectileDatabase::readConfig(String) ProjectileDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain Caused by: (VariantException) (VariantException) Improper conversion to VariantMap from list in query("default") VariantException::VariantException(string) Variant::query(String) Assets::variant(String) ProjectileDatabase::readConfig(String) ProjectileDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain Info: Renderer destroyed Info: Shutting down Star::Root Error: Fatal Exception Caught: (StarException) An error occurred during loading: (AssetException) Could not read variant value /projectiles/physics.config:default Caused by: (VariantException) (VariantException) Improper conversion to VariantMap from list in query("default") ClientApplication::postSplashInitialization() ClientApplication::update() StarApplicationBase::run() _SDL_main _console_main does anyone know how to fix it? p.s. nightly build thanks !
That's a reasonable concern but I can't think of case where a mod intended for compatibility would use remove. It doesn't make sense to remove something another mod adds, nor does it make sense to remove something the mod added itself. This means it would be removing something from the vanilla files, but I'm unsure why one would do this except in the case of a rework/overhaul mod. There will still be cases where one mod overwrites a value used by another mod, but this problem exists even with the old system. The biggest boon from this new system is that mod compatibility can only improve from it. Allowing multiple sources to naively overwrite entire arrays will inevitably cause problems down the line.
One thing I can't tell from this post is what you named your patch file. Are you sure the file you quoted from is named physics.config.patch? If it's not, it'll overwrite the original instead of extending it, with all that implies.
I have a problem with this: Original (woodencrate2.object): Code: { "objectName" : "woodencrate2", "printable" : false, "rarity" : "Common", "objectType" : "container", "category" : "storage", "price" : 400, "description" : "A mysterious wooden crate.", "shortdescription" : "Large Wooden Crate", "race" : "generic", "apexDescription" : "A wooden crate.", "avianDescription" : "A storage box.", "floranDescription" : "Box!", "glitchDescription" : "Curiosity. Is there anything inside?", "humanDescription" : "A wooden crate. It's open.", "hylotlDescription" : "An open crate.", "inventoryIcon" : "woodencrate2icon.png", "orientations" : [ { "image" : "woodencrate2.png:default", "direction" : "left", "flipImages" : true, "imagePosition" : [-16, 0], "frames" : 1, "animationCycle" : 0.5, "spaceScan" : 0.1, "anchors" : [ "bottom" ], "collision" : "platform" }, { "image" : "woodencrate2.png:default", "direction" : "right", "imagePosition" : [-16, 0], "frames" : 1, "animationCycle" : 0.5, "spaceScan" : 0.1, "anchors" : [ "bottom" ], "collision" : "platform" } ], "openSounds" : [ "/sfx/objects/woodenbox_open.wav" ], "closeSounds" : [ "/sfx/objects/woodenbox_close.wav" ], "slotCount" : 16, "uiConfig" : "/interface/chests/chest%slots%.config", "frameCooldown" : 5, "autoCloseCooldown" : 3600 } I try remake mod MovableContainers. I need append two lines at end: Code: "scripts" : [ "/scripts/keepInventory.lua" ], "items" : [] I create file "woodencrate2.object.patch": Code: [ { "op" : "add", "path" : "/scripts", "value" : [ "/scripts/keepInventory.lua" ] }, { "op" : "add", "path" : "/items", "value" : [] } ] But this is not worked! If i create file "woodencrate2.object" with two lines in the end - worked.
uhh, sorry if this is obvious, how would you do edit modes Code: { "nameGen" : [ { "mode" : "alts" }, [ { "mode" : "serie" }, [ { "mode" : "alts" }, "Lazarus " ], [ { "mode" : "alts" }, "Defibrillator", "Reincarnator", "Vitalius", "Lightningrod", "Möbius" ] ] ] }
[ { "mode": "alts" }, A, B, C ] picks one of A B or C at random. These items can be a raw string ("Lazarus"), or another array whose first item is an object with a mode key. [ { "mode": "serie" }, A, B, C ] runs through all the given items in series. Thus, in your example, the [ { "mode" : "alts" }, "Lazarus " ], part can be condensed into just "Lazarus", for example. It's a good way to ensure first and last names have a space inbetween.