#Blueprint Radar - BP renderer with mod support
1 messages · Page 1 of 1 (latest)
hmm do blueprints include mod names? if not how do you determine what comes from which mod if they have colliding names?
It's quite a cool setup
but what if the meta mod isn't used? (best) guess or does it just refuse?
Ah yeah. I think I saw something about doing some basic checks for SE, etc
Yeah here is something. Don't know though, can't read rust 😂
match self {
Self::K2 => Some("kr-"),
Self::SE => Some("se-"),
Self::K2SE => None,
Self::IR3 => None,
Self::PyAE => Some("py-"),
Self::FF => Some("ff-"),
Self::FFK2 => None,
Self::Nullius => Some("nullius-"),
Self::SeaBlock => None,
Self::ExoticIndustries => Some("ei_"),
Self::Ultracube => Some("cube-"),
}
looks like a switch statement without using the switch keyword
but yea luckily most big mods use prefixes
rust and it's weird rust-isms
it currently does some crude "autodetect" based on prefixes yeah
I do plan on having another service running that will have a list of entities/recipes/items and the corresponding mod but for that I want to use flua directly and not rely on the game to dump prototype data
name collisions will be an interesting thing to solve (I'll probably just not use those names to determine mods?) but I'll see just how many there will be once I get to that point
settings dependent entities / recipes / names are another big headache..
That sounds interesting - seems like it could be useful in a wider context too. For example, I've tried searching the mod portal for all mods that create beacons, but only the short description gets searched. And even if the longer description were searched, there's no guarantee mods will mention that they create beacons there either.