Overriding and merging config files in mods. (DEPRECATED)

Discussion in 'Starbound Modding' started by bartwe, Dec 16, 2013.

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  1. coolsp0t

    coolsp0t Phantasmal Quasar

    {
    "__merge" : [ [ "overwrite", "defaultMaxStack" ] ],
    "defaultMaxStack" : 9999
    }

    Take care with this! Because you dont know the limitation!
     
  2. teihoo

    teihoo Ketchup Robot

    Sadly it does not work, like I mentioned in my post, just didnt provide code. Might be just me and my mods, but when I was testing this,I tried without mods also.
     
  3. coolsp0t

    coolsp0t Phantasmal Quasar

    hmm so try:

    "__merge" : [ [ "overwrite", "defaultMaxStack" ] ],
    "defaultMaxStack" : 9999

    Because defaultmaxstack is in the rootobject of this file.
     
  4. teihoo

    teihoo Ketchup Robot

    I don't see the difference between this and the code in your previous post?
     
  5. isource

    isource Master Chief

    you don't need explicit overwrite - simple values owerwritten in any case - only lists and maps can (and have place to) be merged

    and max-stack can be "kind of hardcoded" - try patchup mod with only maxstack change.
     
    Last edited: Jan 21, 2014
  6. Elate

    Elate Spaceman Spiff

    Fantastic, correct me if I'm wrong but doesn't this in essence negate the purpose of a mod manager? (I was using one to automatically deal with the player config.)
     
    isource likes this.
  7. coolsp0t

    coolsp0t Phantasmal Quasar

    { <-
    "__merge" : [ [ "overwrite", "defaultMaxStack" ] ],
    "defaultMaxStack" : 9999
    } <-

    That was the difference, because your objectclass is in the root of this config.

    Example
    Root Object
    {
    "ObjectInRoot" : {
    "Objectclass0" : 2.0,
    "Objectclass1" : 21391ß023
    }
    ObjectclassOfRoot0 : 38
    },

    Your defaultMaxStack is an ObjectclassOfRoot, so i think it doesnt need the {} in merge declaration.

    It exists no real ModManager for Starbound because its necessary that it gots a feature that compares the Player & Ship Inventory and World Object & Item data, to see which character and world has content from which mod. If this not happens, it exists not ModManager for me, because moving the folder out from mods is too difficult? ^^
     
    The | Suit likes this.
  8. STUDxK1LLAZx

    STUDxK1LLAZx Tentacle Wrangler

    I'm not sure if anyone knows this but this now works:
    Code:
    {
    
    "__merge" : [],
    "defaultBlueprints" : {
    "__merge" : [
    [ "add", "tier1" ]
    ],
    "tier1" : [ { "item" : "itemname1" } ]
    }
    
    }
    I have tested it and know that it works as of Starbound beta version: Furious Koala.
     
    Kawa and teihoo like this.
  9. Acegurke

    Acegurke Space Hobo

    Hello,
    I have big problems activating multiple mods for my game. I already googled about it and read that i need to modify a player.config in Starbound\assets\, but i dont have this file-.-" thers just a .pak
    i also tried writing the stuff from all mods into one player.config. But then my game constantly crashes on startup and i´ll get errors without an end.
    can someone help me please?
    the mods i want to install are:

    colonies (dont have all the recipes)
    Horizontal Doors (works fine)
    hoverbikes (works fine)
    industrialization (cant find any recipes)
    Lettered Ores (works fine)
    Medical Potions (works fine)
    mod_artoriasgear (works fine)
    NekoRaceMod with custom ship (works fine)
    Survival Backpacks (no recipes)
    Lightdrones (works fine)
    Exploration Enhanced (cant travel to other planets)

    i dont know what to do to make them run.

    PS: sorry for my bad english, i tried my best ;P
     
    Last edited: Jan 30, 2014
  10. Nate McCloud

    Nate McCloud Existential Complex

    The player.config file is packaged inside packed.pak. If you want to look at it, you'll need to follow the stickied post in this forum on unpacking .pak files.
     
  11. Acegurke

    Acegurke Space Hobo

    ok i just unpacked the packed.pak and edited the player.config.
    i edited the lines of the new race and the colonies mod in it,deleted the player.config in the specific mod folder and packed it again.
    ill get a lot of errors and my game crashes-.-"
    what do i need todo to get all the mods working in Furious Koala?
    Do i need to implement the whole mod folder into the packed.pak or something like this?
    or do i need to make a new player.config?
    sorry but i just bought the game and got tier 10 stuff on the first day.... now i want more todo in starbound cause it could get boring. It´s a great game with so much potential so it would be a waste if its boring.
     
  12. Campaigner

    Campaigner Giant Laser Beams

    I want to replace two files. They are both ."effectsource" files, but I don't see anything in the thread that would work for replacing them. The files I am replacing are "bandageuse.effectsource" and "stimuse.effectsource", both found in the assets/effects/ folder. How should I go about doing this?
     
  13. Kawa

    Kawa Tiy's Beard

    Same way you'd replace any json config file: put copies in a mod folder (mods\workbench\effects\bandageuse.effectsource? I find having a personal workbench mod to be a pretty good idea so far...), edit the copies, test and enjoy.
     
  14. Trook

    Trook Space Penguin Leader

    my merge for the planetgen.config doesn't work any longer :/
    Code:
    {
        "__merge" : [
            [ "overwrite", "dungeonWhitelist" ]
        ],
        "dungeonWhitelist" : [
            "template"
        ]
    }
    
    So, it doesn't overwrite the whitelist any longer.
    How to do this with the new .pak? How to ship the mod?

    Do we need to make our own .pak now?
     
  15. Kawa

    Kawa Tiy's Beard

    I have almost exactly that in my workbench mod, with the addition of a spawnDungeonNearSpawn. The mod is not packed, and it works as intended.
     
    Trook likes this.
  16. pappabjoern

    pappabjoern Intergalactic Tourist

    Hi,
    Maybe a stupid question but I need help with a player.config file.
    I've done some mods and I'm trying __merge a player.config file but I can't get it to work.

    So I have this

    {
    "__merge" : [],
    "defaultBlueprints" : {
    "tier1" : [
    { "item" : "myitem" }
    ]
    }
    }

    and

    {
    "__merge" : [],
    "reviveCost" : {
    "percentile" : 1.0
    }
    }

    I want to add that to one player.config file so I don't need two. But I can't figure it out how to do it.
     
  17. Nate McCloud

    Nate McCloud Existential Complex

    Try this:
    Code:
    {
      "__merge" : [],
      "defaultBlueprints" : {
        "tier1" : [
          { "item" : "myitem" }
        ]
      },
      "reviveCost" : {
        "__merge" : ["overwrite", "percentile"],
        "percentile" : 1.0
      }
    }
    Though, the "overwrite", "percentile" may be unnecessary. Try it anyway.
     
    Last edited: Feb 12, 2014
  18. pappabjoern

    pappabjoern Intergalactic Tourist


    Thx for the reply but sadly it doesn't seem to work either. I've tried different variants of the code you posted but with no result. When I lift them out so that they are in separate mod folders then it works. But as soon that I'm trying to use the code in just one player.config it stops working.
     
  19. coolsp0t

    coolsp0t Phantasmal Quasar

    Code:
    {
      "__merge" : [],
      "defaultBlueprints" : {
        "tier1" : [
          { "item" : "myitem" }
        ]
      },
      "reviveCost" : {
        "__merge" :[ ["overwrite", "percentile"] ],
        "percentile" : 1.0
      }
    }
    I dont have time to explain this, but this would run. In the Syntax Manual posted by Bartwe can you see, how this works.

    Little Tip: Search in Google for: "C++ Tutorials" see Sections: Classes & Objects.
     
  20. pappabjoern

    pappabjoern Intergalactic Tourist


    Thx!
    It was I that did wrong. The code seems to work but I think I had some name issues and so on and that caused the problems.
    thanks again for the help.
     
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