August 19 - The day when all your mods died.

Discussion in 'Dev Blog' started by OmnipotentEntity, Aug 20, 2014.

  1. Stormo

    Stormo Scruffy Nerf-Herder

    yeah but they actually took starcheat off the mods list
     
  2. Scival

    Scival Oxygen Tank

    Starcheat is NOT a mod.
    Call it a mod, then you.derp=true
    also ik das invalid :)
     
  3. legoracer

    legoracer Scruffy Nerf-Herder

    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! :DD (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.)
     
  4. Kawa

    Kawa Tiy's Beard

    That didn't change.
     
  5. oniya

    oniya Void-Bound Voyager

    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 :p
    thanks !
     
    Last edited: Aug 28, 2014
  6. mac2492

    mac2492 Void-Bound Voyager

    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.
     
  7. Kawa

    Kawa Tiy's Beard

    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.
     
  8. lillgrinn

    lillgrinn Phantasmal Quasar

    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.
     
  9. capizma

    capizma Cosmic Narwhal

    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" ]
        ]
      ]
    }
    
     
  10. Kawa

    Kawa Tiy's Beard

    [ { "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.
     
    capizma likes this.
  11. capizma

    capizma Cosmic Narwhal

    Thank you, you're a modsaver :D
     
  12. Kawa

    Kawa Tiy's Beard

    capizma likes this.

Share This Page