#Blueprint Radar - BP renderer with mod support

1 messages · Page 1 of 1 (latest)

shadow mantle
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🧵

livid nova
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hmm do blueprints include mod names? if not how do you determine what comes from which mod if they have colliding names?

wary merlin
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It's quite a cool setup

livid nova
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but what if the meta mod isn't used? (best) guess or does it just refuse?

wary merlin
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Ah yeah. I think I saw something about doing some basic checks for SE, etc

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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-"),
        }
livid nova
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looks like a switch statement without using the switch keyword

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but yea luckily most big mods use prefixes

rare ocean
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rust and it's weird rust-isms

shadow mantle
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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

shadow mantle
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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

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settings dependent entities / recipes / names are another big headache..

snow dirge