#Mod Development Discussion/Help
1 messages · Page 4 of 1
guess what i mean would be a checker between the mod's current version and a newer version of the mod at the initialization of the game, then prompts the user with a menu stating which mods are out of date and need to be updated, which if setup by the modder could be either a link to the mod's page or a prepackaged zip that the modloader would replace

tying again to force dealer spawn
now that i've properly typed it out, it does seem like a lot actually
and would require a setup by the modder too
got one!
I wish we had a way to enable and disable mods more easily, but that can wait 
it's one of those things that sounds really cool and totally possible. But i know that's just because i haven't tried it yet.
lmao fair
its uh.. acting wierd lol.
setting the 225 to force spawn has forced ALL of them to spawn
i've seen it with the modloaders of other games, but i guess it would require a decent bit of work on your end, as well as a change to the way the modders handle their mods (which i suppose wouldn't be too much of an issue as you are using your own custom modloader, which is totally up to you how you want it to differ)
if the self-updating was mostly slick and just using an in-built function of the modloader with like link pointing to the updates location, then that'd be easy enough for the average approaching modder to pick up, but anything more than that is probably gonna melt brains
and by probably, and brains, I mean it will and mine

yeah that's fair, and that's pretty close to how i envisioned it to work anyhow
like
func.Updater(latest: "link-to-latest-tag-on-github-orsomeshit.com")
or something
something like that, the main issue i see is checking the version differences, but im sure there's a possibility on how
at least that level of simple for the end-user, I can only imagine it's orders of magnitude more complicated for Za'krin's end

yup
I'd imagine just adding a like version.txt with a line that has like lastest = vblahblah could be enough for the modder's side for diff checking
that of course, ZKYLoader would have to deal with 
sorry Za'krin

i suppose for cases like BLI where there's multiple mods, the version.txt file could contain the versions and pointers to every mod in the github, and the modloader already uses a package for unzipping mods so it could always rezip the necessary folders after downloading the full package and patch the installed mod(s)
yeah, i imagine the actual version checking would be quite easy, the hard part is downloading and replacing the mods without blowing up your computer if i make a funny mistake.
i suppose the neat thing about github is that downloading the main zip is pretty consistent
dank memes moment
unironically, if anyone wants to see new features, let me know. It's a loader for your mods after all
lmao
i think that one's gonna stay fantasy for now
it's a half joke but if ZKY could just brute force handling IoE it'd be gorgeous for everyone involved but Za'krin 

so, i have half an idea on how to do stuff like that
And I cannot blame you, nor will I bother you about it 
actually, hev, this might pertain to the wiki somewhat
I know you mentioned priorities for individual files earlier right?
i'm all ears
or, eyes, given it's text
i'm going to look into making a (probably not complete) list of the loading order of every file in the game.
that way mods can properly choose where in the order each component needs to be loaded
and theoretically, basically anything (barring direct code conflicts) should be compatible
i see. i think that shouldn't be too hard to deal with, albeit a lot of info to sort through for both your and my ends
but yeah i'd be down to help with that, i can see it being very useful
yeah, i mean hopefully it won't be too bad for you, once i figure out how to properly make such a list, reformatting and whatnot should be fairly easy
Idea, wild one, but could this maybe be something Koder could put in as like a verbose logging option for the game it's self?
like have the log print out the load order of the game files it's self?
i'm down. i'm going to jinx it by saying this, but it cannot be as bad as the achievements list
i thank you for your sacrifice 🫡
if i had to guess this is probably built into the engine actually
Godot is playing 7-D chess 🤯
i have no idea what i'm looking at. please may i get a beatdown on what is going on lol?
there's already a verbose logging option that displays the files being loaded in the order they get loaded in (I assume)
just missing a convenient number order with it 
ohh, i see now
i've never used the terminal to display the logs, so it's sorta new what i'm supposed to see
interesting however
there's a couple issues with just grabbing this list directly
so i need to come up with some (likely very simplified) way of determining a true dependency list
but yeah, that's just at the idea stage right now
hm, i would suggest seeing if a mod could work it, but mods do get loaded somewhat lower down and may not be able to see the full picture, but idrk
could maybe write something and put it in the game its self and then recompile and run it with that to get the list out
cause yeah, I'd assume mods would get loaded too late in the process to be able to get the full load list
i have tried recompiling once before, to no success sadly, but i did use a different version of GDRE tools then
mods are actually initialized very early, and most of the starting stuff kinda doesn't matter in terms of load order
oh, neat
for example, the translations are the very first thing to be loaded, which can be added or changed at any time without conflict
interesting
that makes sense
and the load order here is kinda not the same load order we care about
does that mean in theory you could have ZKY do something like this but for the load order we care about for the files?
since these are just the files being loaded into the game, while we care about the scenes themselves being loaded
that's exactly the idea
I have caught up to the same page 
i already have the ability to check for and automatically override files
i just need to figure out a way of determining the priority of all of them
(if the mod is not sensitive to load order changes, this script already works)
the kinetic drones push the rocks away. so i have to go chasing lol
I've made it into a Clarkson, May, and Hammond Era Top Gear meme, MOM GET THE CAMERA
(they're literally just slamming into them at full force)
thats fair lol
the angriest tiny punches you've ever seen
i actually had to give them a damage multiplier so that you could break the rocks without just yeeting them away
it's funnier that they hulk smash

So, Za'krin, I know the loader is obviously still subject to change, but how likely do you think the modmain format is to change again(not that it even really changed a huge amount this time), barring maybe the addition of new functions that can be used as they're added to the loader?
well MOD_PRIORITY is vanilla, so that's sticking around.
MOD_NAME makes sense to me, no complaints
var modLoader = false this is probably the only thing that would really change, i'm not very happy with how it's done. But ideally those changes don't touch the mod side (and if they do it'll be like one word)
those are really the only things that the modloader even interacts with besides _init()
Nice nice, well that sounds pretty solid and means I have a better chance of actually finding the motivation tomorrow to scoot all my mods on over to the newer format just to make them sliiiiiightly cleaner 
I'm sure my Autopilot could probably be done in a cleaner way, but hey, it worked 
ERM-420 my beloved
yeah right now, the modloader is basically the same, except with the functions I use all the time baked in
(and if anyone wants something added lmk)
yeah, which were always basically in everyone's modmains anyway cause we all basically went "Hey, that looks good, I'll use that"

I love the evolution of things, it's great
any future big changes will probably be related to the whole per-file-priority thing, at which point all bets are off
since i don't even know what the structure of that will look like until i get some working example
if there's modmain changes required for that, it's for the better 
your MPU is printing drones yeah?
I haven't played played yet with the new loader and everything
mostly checked menus and the simulation to sure nothing was off
ok im playing but my RA MPU isnt printing
did you turn your MPU off by chance?
nope
priority for BR mod is 2 or 0. but it might need to be loaded before the advanced drones to work idk
just a guess
mine I think loads after it, and I don't think it's been an issue
you redownloaded the mod right? did you reconfgure it to print again?
ohhh yeah, I didn't redownload at any point
I didn't even think of that 
pretttty sure BR by default doesn't print
must print true?
No worries 
you are all good man
The Titan was jacked before. But now it's a money printer lol
the idea of this gets me excited, if it all pans out even close to what I'm thinking, should really mean fairly minimal effort stuff to get IoE working with everyone else's stuff without a huge re-structure for them
The goodest chunkiest money bags
give it your MPRs and it's sporty as a MF'er too
it's disgusting
I basically only use mpr now lol
the titan, sporty, who'da thunk
I made a god thruster lol
I use 'em on the titan XL cause like, that thing can get stuuuuuupid heavy, so you kinda need at least the bottom fully detune end of the power it offers
mid range and up is pretty overkill, but like, it's fun and fine, who cares 
it's foul how nimble the titan is with the MPRs, like really, it's gross
bullying K37s is not right

The OCP I ran before modding was hitting 800k and struggling. So I was like. F it. We mod now
able to chase them down at over 100m/s like it's a walk in the park
dodge ringoids
hold aim
ezzzz
Lol
when you're not mining and eating for re-mass you can actually burn through the remass pretty quick
one of the MPRs uses a decent amount of fuel tbh
Oh I also tweaked my MPU drones to refine remass lmao
The "MTR" rcs chugs remass
And heat
like it's not awful fuel economy, but when you're like chasing a ship down to kill it and slowing down and speeding up a bunch in the process, you can chug a fair amount of fuel down
if you're mining and minding your business, gas is non-existent
it's battery gang time
"do I have power generation to cover my goobery ass right now?" is the primary question at that point

I actually ran out of propellant in my TitanXL with the MPRs, de-tuned a lil bit, and ended up geting SAR'd because I didn't mine anything on that testing run
I was trying to find a life pod, cause I had never seen the drones bring one in, but it's real, and I have no clue how it does it and I'm mad cause if I did I could possibly figure out the rest 
XD
I just can't understand enough of the matrix when I stare at it
I get lil bits and pieces here and there, but enough of it is just non-sensical to me that I'm lost and useless 
like if it were just as simple as "click the different types of things you want in the collision mask section" I'd be good, the Godot editor and GUI has my back on that
but having to figure out where in the scripting makes the thing go boom, makes my brain go boom
i just learned that changing the game from balanced to peaceful during a dive doesnt do anything lmao
went to the bathroom. came back to a red CPU and reactor
red ???????? ship chasing me
bug report perhaps?
TitanXL so offensive not even peaceful can save you
MPU test confirmed my dumbass fault
Today i learned that the AuxSlot for Aux power generators runs on the ThrusterSlot.gd file. i assume because the game treats the Aux generator as a thruster that burns fuel with no force behind it.
a shocking mount of stuff in this game is either a thruster or notathruster
lmao
if it works it works
after about an hour of trial and error. i have accidentally learned how to preinstall an aux generator into a hidden equipment slot and have it provide additional power on top of the primary aux generator.
i have no idea what i will do with this new power. but it will probably be broken as frak
i shall now sleep and ponder this new knowledge
so if im extending a section of a script, is there any fancy formatting (aside from the normal gd script formatting) that i need to worry about?
if i just throw in the code i want changed, it should detect the changes, put it in the right spot and work right?
your extended script just needs to have extends "res://path-to-script/scriptyouwanttoextending.gd"
and then of course whatever contents you intend to have it being doing
I melted my last brain cell yesterday trying to understand things 
Fried it so bad I repeatedly had dreams last night about different hair brained ideas to do the thing I wanted to do, but ya know, it was dream shit on 12 pounds of copium, where dream brain understands all and real brain is like 
XD yeah
i really just love when the game decides to plop me down without a single ounce of PT and FE nearby for drone print testing lmao
@paper spade that drone printing speed looks faster to you right?
nah, not really
it looks somewhat faster to me, but not by that much
hmm
I think it "looks fast" because it's not actively fighting drone usage
it's just full drone print
might be
but that doesn't look like it could outpace 4 drones worth of usage
i shall modify the code then
we want stupid speed right?
like. "as broken as the titanXL is" broken speed ?
well ideally tweakable to preference, scaling from "as fast as you can do normally (aka 0.001) to much faster than normally"
like I really just want to give the drone printing more of a fighting chance to keep up with drone consumption of vanilla stuff
well at least 4 single vanilla mounts
those eat pretty damn fast, and the lowest print speed still cannot keep up
I mean, as long as you don't like hardset a variable that determines the speed, that can't be changed without breaking things, you should be fine
like BR, you can tweak that, but it's not like it has a specific fancy config for it, you just tweak the values in the script
imagine you get one that can process something crazy like a tonne every couple of seconds
I mean, hell I'd be fine with them being outpaced by drone usage but just not take 5+ minutes to print 5,000 kg of drones 
we will find out soon ish
though I will say, modifying print speed is kinda un-needed if you just fiddle with the drone weights since the consumption rate comes down and gives the stock drone printing a chance to actually try and keep up 
true but if i can do this. i might be able to make those drone factory modules lol
neat, this works out with no issues, now I can sliiightly better manage "disabling" mods
(literally not doing anything other than manually moving zips from one folder to the other, just glad to know it doesn't cause any wacky issues)
ooh, seeing your folder structure gave me an idea for the ZKYloader: the ability to toggle mods on and off (probably easiest to do so by adding and removing a .disabled extension to the filename, and requiring a restart of the game every time ofc)
I had the rough concept idea for a "mod manager" that would add a menu to the main menu, where you could "enable" and "disable" mods where it just moves the zips from one directory to the other and whatnot, and then have it yell at you to restart the game afterwards

the restart code does exist for DLC, so it likely wouldn't be as hard to implement
probably the hardest thing would be listing every mod for it to work
yeah, I just had the rough idea for it, I don't have any clue how to go about actually doing it, and it involves moving files on the system which I would probably fuck up massively if I tried 
I don't even think that would be the hard part, ZKY can already list the mods and their load priorities
true, but it might be harder with a UI element to it, and you'd also have to handle the .disabled files too, but im sure it's possible
knowing Za'krin though, it's probably not as bad as we're making it out to be
perhaps i'll sketch something when i get home to help it
yeah, for him it's probably not too complex
I'd throw my head through a window trying to figure it out
I'm honestly surprised I got Achieve/AcheetaDeez to work without Za'krin straight up doing it for me 
he helped me to realize I was doing a dumb and doing a "both of these have to be met" check instead of "ignore that one, check this one" cause I was just not having brain work, but that's been the extent to my understandnig of any script related stuff at this point 
legit same idea in my head lol
i doubt its complex at all. he already made the save edit mod which has its own UI.
making a new UI for a mod manager menu seems somewhat doable
oh it's doable
Also about 5 minutes ago i realized some of the code i was using was from IoE.
so this code was never going to work in the first place lmao
It's really just down to familiarity with everything, Za'krin has well over a year of experience digging around and playing with the game's guts
we're over here with like a week

XD
I started 16 days ago, Rena started probably like 14ish days ago
XD
space (IoE) has been around for several months though with their mod
Za'krin out here being a proper veteran and basically the wizard in the tower with the orb of knowledge that he ponders
lmao
so its a bit different for me
anything in godot visual editor
anything about code
I can handle most stuff that just involves re-working and adding in new stuff that is just base-game stuff, and anything that involves GUI support in the editor
but when the script hits the fan, i cri

yeah
my script is hitting the fan
and the ship turbine
my rcs is firing the script
yeeeah, most of the ideas I've had that I've just not done anything with are ones that involve scripting 
the other ones are just big tedious projects that I have not got the energy or patience or focus for right now
and like all of the bite sized ideas I had I either covered or have been covered
so I'm just kinda big chillin sittin on the bench cause I'm outta my element now Donnie

lol
ok so i know printing is working at a default level..
now to figure out why its not working with my script on top
I watched someone try to use gpt or something similar to make a factorio mod and it was tellin them to do things that were very wrong a lot of the time 
XD
sometimes it can figure it out and gives you something usable out of the box, and other times it'll give you something that's like 90% of the way there, and other times it's just giving you garbage that "looks" right 
the basic MPU script with anything NOT drone printing removed.
then variables added to make setting the script speed as easy as changing the numbers in the top area
im mor curious as to why my game spawned an enemy ship on peaceful
it has the escape pod radio whitenoise
red UIO's in peaceful are just pirate drone pods yeeting through the rings
the UIO ransomed me

yeah i kinda wanna go look lol
so its a pirate K37
my game reset itself back to fuckin balanced.

and also he is currently running away through the rings dodging rocks.
meanwhile im chasing him, and the BLI lasers are busting rocks apart in my path like some eldritch horror
yeah and that's all you'll be doing

unless they show you their reactor for an ungodly long time, it'll just harrass the hell out of them

i already hit him twice with the torch
and several 5+ seconds on the reactor with all 4 lasers. (which i know aint much)
maybe I'll make a combat version of the Bootleg PDT at some point when I'm feelin it again mr krabs
untill that day
the new and imporved "fuck you mr pirate" mod for the titanXL
with emp
"hold still and wait for the flash"
lmao which part gonna kill me
the aim is to kill them lol
yes, I get that
so ill drop the arm
but you're gonna make them go kaboom reallllll close to you
just make the arm longer and then you can make them suffer and only damage the arm in the process and not your whole ass

leme just... save the current version safely lol
oh its absolutely a sleep paralysis demon now
just give it 8 arms and the Tail and make it a true Eldritch Horror

what
you probably arent running 60 mpu drones lol
well no
this is a fraction of my drone power
i can still drain the ultracap
anyway. now back to working on the mpu mod while i wait for a red ship spawn lol
i randomly clicked on the dive screen to take me somewhere.
i got within radar range of obo4
very big disparity with the ultracapacitors here lol
oh yeah. im just pumping out so much MW that its not gonna drain unless i do something stupid lol
Lel
After me lol
what faction is the racer with...
cause i might just set them to hostile IFF and test this dumbass mod out lol
i think they're under the racer faction if i can recall properly for once
nice
gonna remove the arm. obviously goofy addition. the PDMGW can stay since it cant be modified to anything else, and cant be turned off. it just acts as a rear defense turret, so its not useful for mining.
nah removed it.
might take a few days break from modding lmao. my ideas are just getting into the absurd level range
just enjoy the game for a bit
that's basically what I'm up to, just about to run through Advanced Drones real quick and tweak it to how I had multi-drones, but give "my" deca drones the yeet protocol addition

oh lol
so you could set up a new drone in the shop that is yeetdrone. and then the others stay stock
the only thing advanced drones is missing for the perfect drones is pulling bodies and other anomalies

I could, or I could just make my drones do the yeet too

fair lol
ah i see. you turn off the ores you dont want
very nice
Soooo, how does the Yeet Protocol work exactly? cause it seems like it wants to push them suckers for a good long while
I assume it's related to the max range on the drones?
i think so yeah
i made my yeet drones a new version. and set the max range on them to 400m
they only push up to 400m
.>
mine seem to be pushing way further than the 600m max I gave them....
I wonder if they need something like a "Max Energy To Target" patched in to tell it to stop pushing them once they're pushed up to enough energy that ensures they're yeeted but not pushed absurdly long
hmm dunno
remember how you said the titan was stupid nimble with my MPR thrusters?
she a lil bit less nimble now
for sure
since i cant figure out printing drones faster i went with. "just glue more storage tanks on"
so the hull itself now holds up to 300K drone parts
subject to change 😛
yeah but thats not a part of my ship mod
im talking about the ship itself. i might give it an internal tank of 100K
maybe just 50K
idk
this guy has been staring me down for like 5 minutes.....
charged at it, spooked it into flying away from me, and then I mined some rocks, and threw a bunch of junk it's general direction and it promptly said, yup I'm out

lmao
siiiiiiiiiiick I finally finished up one of the quests, I now have alllllllllll the titans
noice
idk which mission i just started lmao
sister on station. go to station, its blown up.
go back to the station that told me where to go and let them know it was blowed up.
tight beam from sister, now on random mining ship to some new location
oh lol nice
i learned my pc doesnt like anything over 60 launchers.
anyway. im gonna head off to get some food
I wonder how hard it would be to mod the ARM to move things according to same pattern haul drones use. Then you could mount them on the sides and they'd pitch stuff forward.
Not to mention the ARM in general needing less babysitting.
I can't imagine it'd be too difficult, though I do imagine it's out of my current reach 
Off-center mounted arms could be effectively used, then, too, without mucking around with the details.
Honestly, having the ore teleported around just feels unreal. I think I'd prefer drones that can pop rocks but still prioritized and moved chunks.
Not that the way you want to make the game has to be the way anybody else wants it. Just two cents on the table, take it or leave it.
I think with Advanced Drones you can technically make it so they can break rocks and haul ore in, but not act as MPUs
Mod name? I don't see it listed.
Advanced Drones, it's not like a fully officially released mod, but Za'krin posted it in here last night
#1252866978075512863 message
ah, I was too busy digging around to see that you found it 
And when used, the game just doesn't start. Huh.
ah, yeah you very likely need ZKYLoader
Dependency mod?
#1252866978075512863 message
Za'krins supplementary mod loader he's working on
it basically contains the common functions most of us have been using from Za'krin's modmain setup
so the modmains can be cleaner
and the eventual goal is to have it help handle the load order of individual files so that conflict resolution between mods is easier (of course barring any direct conflicting code changes)
mods directory ends up having ZKYLoader being loaded by the base modloader, and then the mods folder contains the mods ZKYLoader is loading
it also contains compatibility for loading most mods that do not contain the most up-to-date modmains/functions
Scratch the complaint, it was just me being dumb about something.
Huh, so dones still try to target life pods that the Arm is holding on to?
Ah... yeah.... Yeet Protocol doesn't seem to play nicely with an arm holding a Life Pod
if you leave unmarked on, it grabs it from the arm and feeds it to the ship
if you turn unmarked off, it yeets it from the arm and pushes it away
ah interesting
nah i get that, my "in lore" reason was something along the lines of.
"the drones are dispatched out to the rock where they break it down into nano particles that are then brought back to the ship along the drone control path, these nano particles are then processed by the MPU near instantly due to the smaller scale" which is just my semi lazy way of explaining it off in my own head lol
i do fully understand if its not to someones liking.
which is the reason my entire mod library is a pick and choose system, if someone doesnt like a something i have made they can ignore it, its not a required part of some other mod.
Another one of these goobers showed up and started doing the same thing, and this time it got testy and tried miking me, so I gave 'em the 'ole whatfore with 4 lasers at 187mw each and 28hz pulse rate
big kaboom
lmao nice
i am definitely going to need to update my lasers to the ones you are using.
3mw at 48hz aint gonna do jack lol
I don't know why you did that to yourself, cause they were never 3mw lasers

their default average power output is 220mw

even microwaves have a lowball power output of 25 MW
even the actual piddly PDT-Laser the base game has in it's files can do a max of 125mw

i was trying to lower the ultracap power draw lmao
cause 4 of them was killing my at the time MPDG
shoulda just max detuned them instead of knee capping them

you can run 4 of them with vanilla power gen without problem
not to worry i will just redownload them lmao
well im sure its fine now. cause im running a big block AND a town class lmao
Mmm. Kinetic drones don't respect range limits. That's a thing.
Let me go back and make sure the tuning took.
I dont think Zakrin finished the mod fully. just got it into a "it works now and does the thing" state.
most of the work was on the MPU drones, the kinetics were a late addition
Understandable.
I am just now realizing I can see the ore in the cargo bay via reflection or whatever depending on where my camera is positioned

loool
Is there a release for the bootlegs? It's not clear to me how I'm supposed to try those.
@paper spade
for mods that have pre done releases you grab them from there
for the mods that don't
there's further instruction on the repo
Ah, the instructions that tell me to start by clicking the 'code' button aren't visible if you follow a link to a specific project. 🙂 I see it.
Ah yeah, that instruction set is to just download the whole repo folder so you can then zip up the individual mods and drop those in
I really need to go through and clean some stuff up and prepare some release zips for everything to make things a bit easier
You should link all projects to that same main page, since the links to each project are also there.
maybe it's a good idea to add the zip download hyperlink to the second part, after the Download Zip instruction as well
something like this: Click "Download ZIP" (or use this link here [insert link])
might make it a bit more obvious as i kinda read past the previous instruction to do the same
the instructions include a link to the zip for the whole repo, a link to the releases section, and a link to the Tags section (since I use tags to differentiate releases for different mods and their version numbers)
Other than yelling some more and adding in some screen shots, I dunno what else to do 
fair enough
i only saw the instruction for the linked zip (and the blue text for that matter) on my third time reading it, ADHD go brr
Plus no matter how one structures their github, there's always gonna be some users who get confused by it anyway 
true
Github just isn't the most friendly place to host mods....
And ya know, now that I think about it.... maybe it's time one of us submits mods to Nexus and get a category rolling for dV
perhaps lol
cause then it's just "Download the thing from nexus, drop that zip in the folder, party"

i've never used nexus before, so might be a trip, plus with how there's two ways to currently use mods it may get confusing to those not in the know
well the fun thing, is standard modding instructions can still apply to everything that isn't explicitly using the new ZKYLoader modmain format
true
aaaaaaand if you're using ZKYLoader, everything can just get chucked into mods/mods anyway, since it handles loading all older modmain style mods, barring ones that use like 2 obscure functions I've not seen used
i suppose ever single currently active modder does use ZKYLoader in some form, so it is pretty standard to begin with
Za'krin pretty much already made it as painless as it can be to add in a supplementary loader 
yup
Yeah, and for the ones that aren't using some form of his modmain, the loader handles loading anyway, stroke of genius
yup
oh and that reminds me, i was gonna do a mockup of how the mod handler could work for it
I'm not sure there's a single mod that still currently functions that his loader can't handle right now, which is awesome
true, only thing the loader (and pretty much anything else) has been unable to handle is IoE with other mods
shocking no one lmao
which is a byproduct of how IoE is structured/is completely overriding slots and injecting it's own
abso-fuckin-lutely lmao
so its it the structure that makes ioe not friendly. or the adding slots
it's basically it's own loader at this point, as it was SPDX's way of making their life easier
why any luck though, if individual file priority pans out, IoE in theory should only have to add in some stuff to point to which files need to be loaded when and blamo, compat

only a matter of time
i suppose in some respects it's neat that an issue like this came about so early on, as it basically means that this issue can be ironed out early on in the game's modding history
It's not even really that stuff, it's really is just mostly down to how the forcing slot overrides was done
which I do fully understand was done for the sake of Space's sanity, and the fact that there wasn't really much in the way of other content mods to worry about compatibility with
true
a restructure of it, using Za'krin's method of messing with slots would allow it to continue to do exactly what it does, while giving it wayyy more compatibility with everything else
because at that point it really is just a matter of load priority
all without it being as much leg work as the way I tend to add things is
the way I tend to add things is more tedious, but seems to result in the most compatible end product
all my mods can load a default 0 with no issues with each other, and most other mods, only thing that really throws a wrench into that is Multi-drone/Advanced Drones (needs to load before my mods), or Kad's Titan, which seems to need to load after most pieces of equipment do
imagine when space comes back to the modding scene to find that IoE has been completely restructured to work flawlessly with other mods
If I get bored enough and have a moment of hyper focus I will prooobably fork it and restructure it, if someone else, including space doesn't get to it before then (or if Za'krin cooks up individual file priorities and makes a full restructure not needed)
true
i suppose, looking at the list of other major content mods right now having similar stuff to it, it's totally possible with what you and others are capable of, i guess even more so if a collab is done specifically to make it compatible
though I think if IoE were restructured it might also gain the side benefit of no-longer hard tainting saves in a "You can't un-load this mod on a save ever" way
cause I think a large part of why IoE breaks saves when you remove it is because of how it's handling slot replacements
true
i've actually never tried to load a save with the content of a different mod still on the save without it being enabled yet, does it do a similar thing to IoE where it straight up crashes you or smth?
I don't think I've ever tried loading a save after removing IoE, I've always done a specific cloned out save for IoE and then yeeted that save when I've removed IoE
but as far as my mods go and most others, they don't seem to destructively break the save when you remove them
at most it seems like you end up with a phantom entry of the no-longer existing equipment in your save. Which will display as slots with nothing in them when you load the save if those pieces were equipped
but all you have to do is swap to a valid piece of equipment and you're good to go
i see, and i'm assuming a similar case is for ships too
Seems like Kad's ships can be pulled out "safely" I assume a similar situation happens, phantom lingering entries in the save, but you can just swap to valid stuff and you're fine
so it might result in save file bloat at worst really
i see, push comes to shove that just results in a slightly longer wait time for the fleet
Which is all what points me in the direction of thinking that most if IoE's woes stem from the way the slots were handled
i see
i always assumed that the game couldn't handle invalid entries for equipment/ships, but now there's a good set of less-intrusive comparisons it makes more sense
That's the major thing about IoE's structure that stood out to me when I was looking at it
it basically adds "SlotType2" for each existing slot, and overrides the existing slots with it's slots that are setup with it's equipment
interesting
which seems to result in nothing else being able to work with it, because it's changes result in nothing anyone elses mods do, actually sticking, because they're throwing out the slots that the rest of us use
i see
and i guess that results as to why 'porting' it would be a bit difficult, as it'd be a basic build from the ground up again
Honestly, I don't even think it's that hard to restructure it, mostly tedious because you'd have to go back through and A) Make sure the paths to most things are still correct, and then B) re-do the slots stuff, but in a more compatible manor
The problem is that I clicked a like for lasers, so I didn't go to this page, I went to the lasers page.
Ah, yeah I link directly to the current release for each mod in their dedicated mod threads here, so that way it's always pointing to the current version
That's why I said you should link there from all your projects, not to the lasers page, since this also has a link to the lasers page.
The mod threads will always point to their specific mod releases
Then you may want to duplicate directions there.
yknow, this issue has kinda brought out a few new ideas i have for an addition for the ZKYLoader
also might help if that mod had it's own page almost
Not trying to sound like an ass or anything, but I'm genuinely struggling to understand what the issue is with the current instructions or linking is
the mod threads, link directly to the releases for the mod said thread is about
the general repo contains releases for mods, tags for mods, and individual repo folders for the mods.
Which is really about as good as it's going to get with Github. It's not really a convenient one stop shop for mods, it's mostly for keeping track of development and changes between commits
The instructions directing you you click the code button to begin require you to have already clicked the code button to view the instructions, if following your link.
good to know. i dont think it would have any lingering issues.
its just an inherited titan scene with more weapon slots
The instructions instruct you to check the releases tab for pre-done Release Zips
the secondary instructions are for the mods that do not have release zips, and can be ignored if the mod has a release.
If it doesn't, the Blue code button, literally links to the zip for the repository as per the instructions
The green code button, is on the same page as the instructions are
I'll just re-do it and provide release zips only on a seperate repo and leave my development one to me
Don't know what to tell you. I followed a link to your work, and the instructions to use it weren't found until after I followed the first step of the directions, clicking code.
Not trying to be a jerk, just started out trying to offer the simplest solution possible.
What link did you click that landed you in such a confused state?
I'm genuinely struggling to understand what the confusion was or is
Either the lasers or the autopilot. The page described the mod, but didn't have the instruction set.
Popped a question into chatGPT, since I'd never had to download one of these that didn't list a release, went to the code button, found the directions.
Laser and Autopilot both have release zips, and the links on the threads point to the release zips
Honestly, I went to the top, and saw a git embedded link that was so eye catching I started there, where I couldn't find a release link. So maybe I went the wrong way. But I'm away from my computer and getting ready for bed, so I can revisit it tomorrow and let you know where I ended up, and probably what link took me there.
No worries, this is honestly why I brought up the topic of it probably being time to get a category spun up on Nexus Mods or another similar mods hosting website
Will be much easier for end users to navigate and figure out where to download things.
Github honestly sucks for the average user until they become familiar with it over time, as far as just grabbing downloads/releases
@neon yacht finally got round to making a sort of demo UI design for a handler for the ZKYLoader. i semi-derived it from the equipment screen (for the layout), but it pretty much works the same. a mod can be selected by pressing anywhere on it, and it displays info about it (provided by the modmain or another text file required by the mod, or uses info found in the modmain if it cannot find the info desired), and if a suitable link to the download is found where the current mod can be compared to a new one, it also provides a check updates button. the radio buttons on the right of the mod names effectively act as a toggle, and if any toggles are changed when the menu is attempted to be closed, it prompts a restart if you want to go ahead with the changes
nice
does that load at the main menu or in-E?
so you made a mod manager and update checker
well a demo UI
i would say that it would be accessible only in the main menu, but it likely wouldn't matter given it needs a restart and would just save the game and restart for it to work anyway
Right I was just asking because of the "Derived from the equipment screen" bit, and figured a mod manager should probably be a main menu thing and not an "In E" menu thing
yeah, what i meant by derived from the equipment menu was the layout
shoulda clarified
Although that now makes me think of an In-E screen for "Modded Equipment" that just plucks all the mod added content right in that menu, in addition to it showing up where it would normally show up

lmao that would be something
true
i mean, currently there's a good dozen or so separate mods going around, so it would def help
Yeah, it'd already be useful now, but it's not critical cause there's few enough mods that it shouldn't be that hard to remember/find the new content
but it'll definitely hit a much more "needed" QoL point in the future if there's a ton more mods.
That's my thought on it, mostly like a "no one should rush and kill themselves trying to make that one happen"
I'd rather see the mod manager first 
yup
looks pretty good, and i'll put something together for that for sure. This kinda brings us back around to https://discord.com/channels/426287934870781952/1252515597250596915 though, and needing a proper format for mods. Just something to think about before i get to making that.
absolutely lol. that was so long ago i forgot that post happened
perhaps something to do would to have a separate post related just to your loader, then i suppose the ideas could be more centralized, at least in relation to it
eventually™️
there's a lot of busywork i need to do with mods, writing readmes, setting up githubs, etc.
fair enough. it'll be ready when it's ready in all it's glory
Ye, no need to rush
it's great seeing things moving again with mods stuff though
I was very un-sure of the state of modding when I first got into the game and it almost seemed like there was none, or it was over
and then I stumbled on to what did exist and then was like "I should probably join the discord now and see what's up" lol
now there's even more stuff and recent discussions and all that, nice to see
yeah it's nice to see, pretty sure this is the most modding that has happened, except maybe the first mods on the gitlab
yeah there's more than a dozen now if I'm not mistaken
and i'll be honest, most of the stuff i modded was never intended to be used by others lol
yes
I've done like 4, Kad's done a good handful plus, Rena has her parts pack, IoE's nuts as always, plus all the old stuff that still works 
meanwhile you were holding Turn N Burn and M is For MPU hostage in ZKY 
those two are great, and I had to yoink them out when I saw them 
at this point, pretty much every modding thread currently active has probably at least the same if not more content for mods than the entire gitlab, and it really goes to show what's been done
which reminds me, i need to complete the list of mods on the wiki and actually start writing dedicated pages for them. least i could do for what's been done
and in the last 2.5 weeks too, it's been a pretty insane little boom
absolutely lol
i'm not gonna do it right now of course, i don't want to hate myself even more in the morning
and to think I got to be a part of it all because I really wanted to earn achievements with mods 
lmfao
i think i tried doing that once but never got my head wrapped around modding. good for you
yeah, there's a lot of neat stuff in there
was one of those things where I was just like "I can't believe this doesn't exist yet" so I asked where it was being done in the files, and off I went 
and now look at what you've managed to pull off
yeah, I was really tempted to try it out on it's own, but I was already in deep with over a handful of mods and I couldn't be bothered 
@paper spade i say it like that because the bootleg part of your modding never really dies
I'm most impressed with myself for figuring out the autopilot 
I am the jank
indeed
absolutely, even Koder has stated that the ship-ctrl.gd file (or whatever it's called) is a mess
should see my versions of Turn N Burn and M is For MPU compared to ZKY's, looks like a shotgun hit it
i do need to get around to trying it. i can't write an article for something i've never done
MPUs and Autopilots are honestly insane and I can't believe Koder deals with it 
me omw to make more mods
like no wonder there hasn't been any new player pilotable ships in a little while, man's gotta tweak every single MPU to the shape of the ship by hand
if there's ever a documentation project for this codebase, bet half of it is gonna deal with that specific file

YUP
I was hawkin your wares in #delta-v a little while ago 
lol nice
man I wish I understood more of the actual what's goings ons in the scripts shit so I could actually be of use if something like this ever started up 
oh god lol the kitsumo
right now I can really only help document partially how the achievement checks are done for mods/cheated
and then like, I can maybe document how you do a little bit of the auto pilot
and like maybe a basic workflow for the most annoying way to add things to the game 
annoying but compatibleTM (one day it won't even matter
)

oh no
i just had that moment where i realized it's possible
it can be done
but am i strong enough to make it happen
okay, rubber ducky moment:
the basic gist of the concept for the modloader is this:
-
Scan every file in the mod for files that exist in vanilla
- This is easy, I've actually already done that
-
Construct a full priority list
- This is one of those things that sounds possible, but idk how
-
Load all of the files in accordance with the priority list
- Again, simple enough to do
until now, that second step was somewhere between pipe dream and endless suffering
now i know it's possible, the issue is coming up with a system that can scan and sort the priorities for every single file in the game
i think it would actually be trivially easy if there was a single file that had every other file as a dependency, but that's not how it works. that 'file' doesn't exist, but is rather the game as you play it.
i could theoretically have the mods load in real-time as the relevant parts of the game load, but that sounds like a terrible idea for many reasons
it also sounds like a terrible idea to check every single file in the game for dependencies, but that's something that could probably be cached, and only rescanned when mods are changed
because for example, this is a recursive check for just the OMS.tscn
and here it is with the relative priorities
i have however noticed a potentially fatal flaw
i don't think it's seeing placeholders
okay but is this an issue
since placeholders are quite literally not dependencies until they are instanced
so long as we modify the placeholder scenes properly before they are instanced, will it pull the correct data anyway?
okayyyyyyyy
we might still be cooking
you can still modify placeholder scenes after the scene that they are placeholders in
since placeholders aren't actually loaded until they are manually on runtime
so this is not an issue, and maybe even a benefit
(thank you placeholders, i always thought you were weird, but i understand you now, i'm sorry)
okay, i'm going to stop here for now, but soon™️
when i get the time to properly tackle this, it will be a glorious day
may i die an honorable death in battle
wow. just woke up to see all this. you really are amazing Za'krin
same, holy crap
Zakrins ability to hyper fixate onto a code problem and make ton of progress is terrifying lol
You'd be the same way I'd imagine, if you had the same level of familiarity and experience with dV modding 
I've already been staying up till 2 or 3am working on my stuff lol
Last-Night I was working on my pilot zoom mod. And just about gave up when zakrin popped his fix version of it in the chat Lol
I'm going to work on getting a Nexus page spooled up for DV mods, already started working on it

Nice
Oh lovely... Submitted my laser to Nexus, got an error about not being allowed to do something
So I went back through and tried to submit the mod again, cause there doesn't appear to be any where for me to check on the status of that apparently submitted one.... aaaand it told me a mod with the name already exists in their database
thanks Nexus

Lmao
It probably reserved the name before the uploading failed.
It might release the name in a few min idk
Knowing Nexus they probably have some dumbass rule about "if you've never uploaded a mod before and it's a mod for a game that doesn't have a category yet, you can go kick rocks cause that's my purse and I don't know you"
in the meantime, it's back to restructuring the github lol
Nah, it's time to get the mods on to a centralized platform meant for distributing mods
Discord is trash for that, and Github can really only be made so streamlined, and I'm not about to go through and make a new repo for each individual mod that I then have to maintain separately each time I update anything 
Which is why I'm irked that Nexus just screwed me over
fair
only thing i can think of would be a file server where packaged mods are placed, but that has it's own complexities
true, or just use another github repo
there's no reason to do that, just use one the already established mod distribution sites 
fair
if they weren't throwing a fit of course
pretty much all the mods i use for other games use either curseforge or github, so i suppose curseforge is also an option
Github has already presented as a bad choice, it leaves too much room for confusion for end-users
Something like Nexus or any of the other established mod hubs would just be the simple "go there, click the mod, download it, drop it in the folder, you're done"
without any confusing "Why is there's 5 folder, 12 releases and 7 tags"
or "why do I have to go to 6 different github repos to download one mod" 
fair
imma check if curseforge works for DV, then i suppose that's always an option too
i've never used it for creation of mods, and i don't know how to create a new game's page for it either so it's a no-go from what i can see
any luck with nexus yet though?
nope, not a single message, notif, email or anything about anything
and I'm really not very keen to re-type everything out for a 3rd time to find that it's still fucked
fair enough
honestly it would be so much easier if github let you download a specific folder of a repo instead of taking it from the whole thing, and that would likely fix a load of the issues with it
Sadly no suhch thing on github page but. https://download-directory.github.io/
huh, i guess that works
the thing is that github is a repository management tool, and it functions wonderfully for that purpose
and it's already about as friendly as it can be with having the Releases section.
The only thing I can do to reduce confusion as far as my repo is concerned is to just do pre-done zips for everything on the repo.
and then at that point, if you've managed to stumble into a random part of the repo that isn't the releases section, that's on you 
well, ERM-420 went better than Bootleg Laser

and there we go
DV is officially pending to be added to Nexus with one mod already queued up for it
now I just need to go back and see if they're still holding PDT-Laser hostage in their database 
ohhhh siiiiiiiick, it did create a pending page for the Laser.... it just wigged out, and it's stupidly complicated to re-find
niiiiiice
heck yeah
Ye I uploaded a mod on Nexus before for RoN
ron?
Ready or Not
ah
Okay, looks like I've gotten both the PDT-Laser and ERM-420 into pending states. Not entirely sure about PDT-Laser's status right now, but ERM-420 definitely shows as pending
So I'll check back in on it tomorrow/monday and see if anything has moved, I'll update everyone once it's live, and then we can begin the great Nexusing
interestingly, there's apparently a mod that's already been sitting un-published on Nexus for DV for some unkown amount of time
the game was already a listed option when you search for games to upload a mod for in their interface
I wonder who at some point tried uploading to Nexus and never finished the process 
Yeah I'm not gonna start looking into that until the change hits the main branch. I only work off of the main branches
and it should be easy enough to diff check 1.59 and the latest version when it happens
with any luck it'll just be going through and extending the script back with the old script's contents for that particular bit

maybe lol
"Yes yes, drink limit, well and good, but lets just pretend like this is the before times, okay?"

go into the bar.
bar tender be like.
i already served your crew one!
holds up infinite beer pass
^ mod name ?
I'm more curious if Koder made it a straight up one drink per dive limit period
or if it's one drink per dive per location that serves drinks
cause fun fact, there's 2 places that serve drinks in-dive
i think he mentioned one drink per visit
although i'm yet to check, but currently the G4A station only does once per dive
i'll do that rn
right, but when I asked about it I didn't ask if it's one drink per location per dive, or if it's one at each location
true
i'll give it a check, im running the latest experimental version rn anyway so shouldn't be too hard to test
this will be good info too, cause I don't think I've tried to do multiple drinks with them yet
Might be worth expanding the scope of the mod to including un-limiting drinks at G4A too
i haven't been to the G4A station at all since the last release patch dropped, but i'll give it a try anyway
Delta Vomit: Rings of Alcoholics
lol
thats a good one
i might have to wait before testing, something came up that i have to deal with first
no worries
yep, no worries, drinks testing is not critical at all

@paper spade btw is there alot of mods on Nexus or no?
Rena... I already uploaded 2 mods dawg
I can make it happen
ah

there's apparently 1 mod that was partially submitted to the DV game category at some point, but the author never finialized publishing it, so the game category never actually got sent to Nexus for approval
now that I've submitted 2 mods for dV though, they should be taking care of that by Monday at the latest I would think
they say it's usually 24hrs, but it's also almost the weekend
well these are apparently the 3 different author names for the mods contained on that Repo
dunno who actually made the repo and uploaded those there, nor do I actually know who attempted to Nexus at some point and never finished 
it's fine, /1/ will just always been an unpublished mod for DV
/2/ and /3/ will be my mods 
I've still gotta throw up my other stuff on it, but I figured I'd just get the ball rolling with ERM-420 and PDT-Laser, since those are the two most appealing ones imo
AchieveDeez should probably get put up though.... that one is a handy lil one
I don't need to wait if I don't want to, I can just keep throwing mods at Nexus until they go "Okay shheeeeeesh we get it there's 20 mods for this game we haven't added yet, shit hold on dawg, god damn"

oh yeah
I'll do it when im home
whenver that is
ngl, I wanna find a artist and commision something from them
define artist. what we talkin bout here?
I assume for custom sprites
that was my first guess yeah
I just need to know whatever Koder and the gang uses to make their assests for the game and get it in the right format and all that jazz and I can probably start cooking custom sprites
2D art stuff is usually not too challenging for me, 3D is where I really start to struggle
the hulls seem to be png so photoshop probably
used to be a big pixel art nerd for minecraft back in the day
i believe they use blender then take a top-down render of it
ahh
I would assume something liket that yeah
that would make sense actually since the dealer seems to be 3d
yep, and they have materials layers that need to be added to them and whatnot
might have to start slamming my head against the blender wall again
it's been a long long time

i know some of the super barebones basics of blender lmao
everyone knows how to get rid of the default cube 
the highest quality mod page you've ever seen
lmao
nah i mean like applying textures to a model, modifying the nodes, adding new sections and a little bit about bezel
I know, I was just shitposting, implying the barebones basics of Blender is the first hurdle: Figuring out how to get rid of that damned cube

Everyone's first "what the hell" when they pickup blender without a tutorial
"Why is this evil fucker refusing to leave, WHAT DID I DO TO YOU CUBE??!?!?!?!??!?!"
Also that fun bug that was in blender for like 10 years where the View Port was off angle by like 0.003 degrees

i cheated and made a project that i deleted the default cube camera and sun, then i saved it
ok so apparently the G4A station and the space bar work differently. the G4A station gives you one drink per dive, while the space bar is once per visit
LIqvo where are you?)
I'm confused on what the difference is?
So to keep drinking all I have to do is astrogate to different location?
like "once per visit" can mean multiple times in a Dive? or
Yeah, that's what it seems like based on that description
which just means Koder went "no more arm hopping for drinks"
and went "Gotta leave and come back and pretend like you're a different crew cause no one IDs in space"

yup you just have to revisit it in a dive
For a small lore book pdf I planning to do
Huh, so not nearly as aggressive as a change as I thought it was
yeah
One Per Visit is a lot more reasonable than One Per Dive
i think i might file a bug report about that not being the case with the GA station
miiiiiiiight just change the scope of that mod to "Make G4A like Space Bar" and allow 1 per visit
that too
might be intentional?
Wha
though it does seem weird that G4A would be 1 per dive, while the bar is 1 per visit
i'll ask, push comes to shove it is
And just like that, your discovery has resulted in the oven being turned on for the cooking of expanded space bar and drink consequence mechanics instead of a drink limit

oh shi?
#experimental-feedback
ye
#realtime-development-updates-bot message
also it's a whole actual open issue now
which is why I say the oven was turned on

oh shit
he's gonna make G4A behave like space bar, and space bar is gonna have consequences instead of limits
very good
did it go through through?
sometimes its faster
and since it's thursday, almost the end of the week.... for a niche game....
I don't expect quick results
lol
Start the flood
What part about "Nexus needs to approve the game category first" have you been ignoring

I snorted 2 redbulls ok
I've submitted 3 mods in like 2 hours dawg
it's already started
just have some patience

When you are up on 20 hours on end, time is nothing
it'll either be up tomorrow, or by monday
reee
think of this way rena
we have plenty of time for polishing out the bugs while its pending
@neon yacht i dont plan on claiming that pilotzoom mod as my own cause you did all the work lmao. toss that baby up on your github
true true, I mean I kinda cleaned out the bugs so yeah, also idk how powerful the Milspec drones are now after fixing it 
I really hate setting up that sort of stuff, I'd rather spend the time making more mods lol.
lmao. ok ill post it on mine but you are getting full credit for it XD
when the nexus is ready yeah
for now. so others can find it easily. ill host it. like the olympic flame XD
lol
I have no mouth, but I must feed
What am I looking at
titan has no mouth and must feed
all the ores spilling out
most likely

I need to stop picking up life pods

Yeet Protocol makes it impossible to actually use the arms to hold them, cause the drones will always try to grab it and pull it in if unmarked is on
and if it's off, it'll always push the pod away
If anything I think Yeet Protocol should be tweaked so that it doesn't Yeet things like life pods
big things are happening
oh shittt
I see you using my old drones still lol
it's whatever i had in the mods folder, i think i was checking the stats on those for you
i'm now going to attempt what we call a "bad idea"
and throw every mod from ktech, ntced, and bootleg industries all in at once
Its time to cook
oh, that's fine actually



