#Mod Development Discussion/Help

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paper spade
neon yacht
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nono

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i have disabled the modmains

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this is all automatic

paper spade
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oh

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oh no

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oh god

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oh

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I don't know what I'm supposed to do or say or how to feel

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I might pee

neon yacht
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time to dowload some mods

paper spade
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you're doing progress

deft bane
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OOOO

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steam workshop when

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jk jk jk

paper spade
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that's koder's problem

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and then ours, but koder has to do that part

neon yacht
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koder has wanted that for a while

paper spade
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yeep

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I both want it and don't, cause I'm lazy and it means restructuring slightly

hollow pewter
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> be in workshop section of server
> no actual workshop implementation
> how does koder keep getting away with this?

neon yacht
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(translations are currently disabled)

paper spade
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sick

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now add IoE

neon yacht
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so things are loading

neon yacht
hollow pewter
neon yacht
paper spade
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it doesn't throw errors on the current setups either

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IoE just rejects everything else's changes and says "no me"

neon yacht
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haven't put that in yet

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lemme find it rq

paper spade
neon yacht
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can't wait to see a wall of red

paper spade
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explodes

neon yacht
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okay, only one error

paper spade
hollow pewter
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would be pretty funny if fixing that fixes IoE for the actual mod too

paper spade
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Za'krin really out here fuckin cookin

neon yacht
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oh there is some funny things happening though

paper spade
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oh I'm sure, cause it's Upgrades.tscn

neon yacht
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420000 E$ to empty the hardpoint

paper spade
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Siiiiick

neon yacht
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good deal

paper spade
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does equipment from other mods still exist though?

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cause if it does

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that's progress

hollow pewter
neon yacht
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the entire upgrades menu is broken from that script error tbh

hollow pewter
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i see

paper spade
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tight, tight

hollow pewter
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doesn't surprise me tho

neon yacht
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yeah, i haven't looked at it personally, biut i'm pretty sure it's basically a complete replacement

paper spade
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it basically overrides the game's default slots with it's own, it's pretty "Swing a big hammer" in that way

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though I think Space did kinda classify it as a total conversion/over-haul style mod, so that would check out

neon yacht
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something funny going on with the automatic override, pretty sure due to the fact it overrides every file it can find a matching path for, even though that's not necessarily desired.

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i could either try to include some black magic detection logic, or mod makers can just include a list of files they want replaced/excluded (:

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(or just run with it and say "sorry, if you don't want it overridden, name it something else")

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but it works!

deft bane
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noice

neon yacht
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boom, translations re-enabled

low silo
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how would one go about to add mineralsfrom Realistic Minerals as something the fabricator can use to make drones?

left grove
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Im actually not too sure. zakrin might be able to answer that, but they are currently getting some much deserved sleep if im not mistaken

paper spade
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Pretty sure it would involve adding a script extension into Realistic Minerals that extends the base game's script that controls where the printing recipe is for drones, and add the minerals and ratios for them as another part of the Realistic Minerals mod

there's probably a bit more to it than that, but at the core I'd imagine that's most of what needs to be done

hollow pewter
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i would assume it wouldn't be too much work, just an extension to the printing script as pretty much just a ratio of minerals consumed

dark pike
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Realistically, the elements you see are already minerals. Like, the beryllium comes out of emeralds, despite not displaying aluminum or silicon.

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Glancing at that mod, it seems like more minerals than I'd want to manage, but I do like seeing multiple minerals in a chunk.

paper spade
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Hoping this doesn't turn into an issue on Nexus.

I'm realizing that whoever originally attempted to publish a mod for DV on Nexus used the Title "Delta-V: Rings of Saturn" instead of "ฮ”V: Rings of Saturn" for the game, but I'm not sure if that's really going to make a difference on their end or not.

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this part though makes it seem like the category should be fine as it is now though... but apparently if it takes more than 7 business days, that's when contacting support comes in to play

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So if DV doesn't get approved and given a category by next weekend, I'll hound them properly though support and find out what's up

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until then, patience ๐Ÿ‘

paper spade
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@neon yacht So I'm currently using a version of the loader setup that still includes translation support, and I'm curious, is there a way to get the translation files to read and display " symbols around words

I could just use single quotes instead cause those appear to work, but if I can get double quotes working that'd be ideal. Not sure if you have any pointers on that, or if the function just doesn't support it

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I though maybe using escape slashes might have done the trick, but clearly not the case KEKW

hollow pewter
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seems to be a complete reverse to how the vanilla game handles it's own translations lol

paper spade
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I've tried some goofy combinations to try and get double quotes to show up, so I'm starting to assume the updateTL function just doesn't handle double quotes

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Yeah, that's my current operating assumption, the translations function seems to just chuck out " symbols in the file

hollow pewter
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at least it was found pretty early on tho

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knowing Za'krin though, it'll be fixed before we know it

paper spade
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boutta find out what this monstrosity ends up doing to the translations functions (mostly to see what characters are supported)

neon yacht
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iirc it uses c_unescape() to parse the string, so it should work?

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I'll definitely take a look at that when I have time

paper spade
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broke the hell out of it as expected

but yeah, " do not get passed to the actual translation

hollow pewter
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quickly whipped this one up, i feel it fits

paper spade
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definitely don't do this in your translations file unless you like breaking translations jjjkek

hollow pewter
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the next test to try:

paper spade
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fuck it, I'll make my own double quotes sacrifice

hollow pewter
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lmao

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the break-all-json-icator

paper spade
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thankfully the game's font and spacing make it viable

hollow pewter
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sweet

paper spade
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also worth noting that some of these characters get handled weirdly as it is

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font does funky things to & and @ symbols

neon yacht
paper spade
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"" doesn't work

neon yacht
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so the docs are lying to me somewhere then

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I'll check it out sometime

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I know I was able to have working quotes at one point

paper spade
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Yeah, it's weird, you'd think escaping it would work, but it doesn't for whatever reason

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but currently '' works as a decent but janky "

neon yacht
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it will be a good fix when I bring translation support to the wip version

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probably just rework that whole function

paper spade
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yee, it'll definitely be good to not have weird edge cases with common symbols

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well seemingly one edge case, with "s but

granite robin
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Yeah rework seems to be the solution, for example IoE uses different updateTL function and there is no issue with " symbol

left grove
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the original en.po file has each line of text bracketed by single " marks. which do not translate into the game. no idea why its done that way

neon yacht
paper spade
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that's IoE's function next to Za'krin's current function

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left is IoE, Right is Za'krins

neon yacht
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oh yeah, that's the original from ZKY

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modified, but the bit that actually gets the string looks the same

paper spade
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I assume the difference in this part might account for it?

neon yacht
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I mean yeah, the only real difference is in one I get the line as a string and then split it manually, while the other I use the built in function for csv

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there is also tr() which is interesting, because I don't know what that does at all

paper spade
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oh, maybe the translation catalogs in the project settings is what handles the passing of " symbols? since your current function seems to drop that bit, and the older ones that include it still work

that's my monke brain'd thought

neon yacht
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I suspect it's actually get_csv_line() and c_unescape() not playing together

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alas I cannot actually test rn

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@paper spade would you be willing to remove c_unescape() and see what happens

paper spade
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I love breaking shit, lets do it

neon yacht
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(I suspect things will indeed break)

paper spade
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so I assume you're talking about this bit

am I lopping it off at csvLine [i].?

neon yacht
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remove the . as well

paper spade
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๐Ÿ‘

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lets see how badly this breaks gil_heh

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yeah it doesn't love it

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breaks line breaks

neon yacht
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yeah, but do the quotes show up

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(the linebreaks is why that's there anyway)

paper spade
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that I need to double check on, forgot to change it from single quotes to double before firing it up

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yep, breaks line breaks and doesn't display " symbols

neon yacht
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can you try enclosing the entire string in quotes, and using double-quotes where you want them to appear

paper spade
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like so? or first quote after the delim?

neon yacht
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as in
TRANSLATION|"This is a string with ""quotes""!"

paper spade
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ah, gotcha

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quotes work, line breaks are borked with this route

left grove
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i dont think the first iteration of the ZKY mod loader (not the beta) is properly activating better refining? im definitely not getting 190% ore processing.

time to find out whyyyyyy it suddenly stopped working ๐Ÿ˜„

paper spade
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I'm using ZKY (not the newest one) and it's loading BR fine and working as it should

left grove
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its probably load priority

neon yacht
left grove
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if thats evena thing still

paper spade
left grove
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lmao

paper spade
neon yacht
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incredible

paper spade
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it verks

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so zero change needed to the function, just needs proper formatting in the translation file

neon yacht
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so I think there's some conflict with trying to use escaped quotes \" because both of those functions are using them to mean different things.

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but if you stick with only using the csv format, it works fine

paper spade
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I just wasn't sure how to escape the quotes, cause my all accounts ""thing to be quoted"" should have worked, so I started trying random ass escape characters KEKW

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but now we know TRANSLATION|"Thing to be ""translated"" here" works and that's ballin

neon yacht
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๐Ÿ‘

paper spade
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the only thing I didn't try that entire time I was doing absurd escape characters kekNotLikeThis

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enclose the whole string

paper spade
left grove
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i probably need to redownload BR then. mine is not functioning

paper spade
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here's the version of ZKYLoader I'm running as well, just in case you swapped to the older version that doesn't actually handle the old mods properly

left grove
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i will try this loader first just in case

paper spade
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cause one of the versions of ZKY didn't have compat with the old modmains that still used modLoader.functions

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which BR is one of

left grove
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ty

paper spade
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the version I'm using is post-compat support but pre "everything is automatic and modmains are disabled and translations don't happen"

left grove
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can you send your BR zip?

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mine is confirmed not workin

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i wanna just use one thats confirmed

paper spade
left grove
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ty

paper spade
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of course komradeKek

left grove
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ok heading to test now

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works like a charm.

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im gonna just clear out my mod backups folder and replace it with everything i know works

paper spade
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were you by chance using a copy of BR that had been updated for the modmain changes accidentally?

left grove
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i have no clue

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but i wont be having that issue anymore lol

paper spade
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fair KEKW

left grove
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mod backups have been saved and organized

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now back to being incredibly sleepy lol

granite robin
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Cooking something. I have no idea how to replace view so jameson as placeholder for now

left grove
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oooh

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a crew money sink for digi to burn his trillions lol

paper spade
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I don't have trillions, yet

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just millions

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I think I was at like 35 or 25 mil something like that when I started dumping money into mineral banking

granite robin
paper spade
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it does however give me the idea to add more Insurance Services though

granite robin
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Now I need help with actually loading this view. Because I can't set it from editor and editing nodePath in my services.tscn to what I think it would be ("../../../../../WindowMargin/Window/VP/ViewportContainer/Viewport/EnceladusPerspective/Residential/EarthTour") doesn't work.

paper spade
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oh yeah, this should be doable, I shall add new Insurance services sacrifice

paper spade
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I think you have everything else right, but right now you just have Earth in the Items with it pointing to the Jameson node

I believe if you add your earth bit to the Residential node like the Obonto for example, you'd be able to select it in the Earth Item and that should make it all work, I think

granite robin
paper spade
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so Services.tscn inherits EnceladusPerspective.tscn as a node. The hiccup seems to be that since this is inheriting Services.tscn, and Services.tscn is inheriting EnceladusPerspective.tscn, it results in the in-ability to actually set the Earth item to the EarthTour node because with-in the editor, it's not actually reflecting inherited changes

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Yeah, I'm really not sure how to go about this, sorry I couldn't be of more use

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I have one last hair brained idea I'll try, but I don't expect it to pan out kekNotLikeThis

granite robin
paper spade
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because you're pointing it to a node that doesn't exist

paper spade
granite robin
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And I thought it would be easier thing to do than equipment ๐Ÿ’€

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Well when someone figures how to do it it would be easier than equipment ||(probably)||

paper spade
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Well, in fairness, the new service it's self is super easy

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giving it a custom view.....

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different story

left grove
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hmm

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so you can make more insurance companies it seems...

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time to make a 1m insurance but it costs 500k lol

paper spade
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Yeah, it's real easy to add new Services, it's just not a simple matter if you want them to have custom views in the menu

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I thought about whipping up another 2-3 insurance options to put in, but then I remembered I don't need insurance anymore gil_heh

left grove
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lol

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yeah it looks like the service images are all sprites

paper spade
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Well it's inherited into Services.tscn from EnceladusPerspective.tscn, which is where the different views are configured

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the tricky part is how in the hell you get new views into the Services.tscn in a way that actually works, because that inheritance is weird.

I'm sure there's a way to do it, but my mind boggles at how to accomplish it at this point

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closest WT got to a custom new view was getting the View to default to the 0,0 coords of the EnceladusPerspective.tscn

left grove
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ah

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yeah im not gonna worry about that i think XD

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new service does money things

deft bane
paper spade
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Realistically for something like new insurance services you could very easy just hand-wave some "Jameson's Insurance expanded their insurance policy offers" to explain why all of them point to Jameson's view

paper spade
# left grove yeah im not gonna worry about that i think XD

Yeah, it seems like it would be a simple task

but you immediately run into the issue where since EnceladusPerspective.tscn is inherited into Services.tscn, anything you might be doing to EnceladusPerspective.tscn isn't actually reflected into the Services.tscn

So you can't set the Item for your new service to point to the correct view node, because the correct view node doesn't exist to use in the scene.

And so far my and WT's attempts to try and work around that haven't panned out, WT probably got the closest with the 0,0 displaying version

left grove
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indeed.

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im just not gonna try pointing it at the current insurance image

left grove
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so fucking tired i tossed a github for blender that was for someone else in here lmao

hollow pewter
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it happens. i did wonder

left grove
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i got 3 hours of sleep last night lmao

paper spade
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Man get some sleep tonight

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or try to anyway

left grove
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but im on a dive!

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cant sleep on a dive

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I will absolutely be sleeping hard af tonight. but im also working on my fresh start save to test all my mods out

paper spade
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fair, fair

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don't stay up too late now though KEKLEO

left grove
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totally didnt stay up till 4am

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๐Ÿ˜„

left grove
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@neon yacht just found a GOOD thing about the MPU drones shrinking rocks.

its an ANTI THEFT measure for other ai ships trying to steal my chunks

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just had an eagle try to yoink a W chunk. but as soon as he turned around it popped back out the side of his ship and the drones kept working on it

deft bane
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god dman

left grove
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hm?

deft bane
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anti theft drones :p

left grove
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oh yeah its great!

dark pike
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Shrinking rocks? Yeah, chunks are all the same size primarily because if they're too small they can clip through ships. Same reason the crystals aren't super slim.

left grove
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yeah zakrin made the MPU drones shrink the rocks over time. to be more realistic

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but its worked out to be a bonus anti theft lol

dark pike
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Luckily, for that equipment model it wouldn't be too concerning, I think.

left grove
neon yacht
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right now it actually calculates the appropriate radius for the chunk as it shrinks, I'll have to fudge it somehow.

left grove
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out of curiosity is there a reason bodies/corpses/EscPods are not showing on my hud? is that tied to a crew skill that im not aware of?

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asking here cause idk if i broke something with a mod lol

neon yacht
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that would be your astrogator

left grove
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well that explains that

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next hire im getting lmao

dark pike
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Astrogator was picked because they weren't too useful, and it was explainable via things like recognizing suit locators or something.

left grove
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makes sense to me

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as for "not too useful" i beg to differ, making money in the game is a SLOG without an astro to remember deeper POI points

paper spade
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I sent an email to Nexus support a few minutes ago to inquire about the game's category submission to their site

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fun fact about their business hours

hollow pewter
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based 4 hour work week

paper spade
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it's also after 8:30pm for them right now (from my timezone perspective which is 1:35pm at the moment)

deft bane
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Bruh

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Push harder

paper spade
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so I'm 7 hours behind them, which means my business hours end at 12pm

deft bane
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Jk jk

hollow pewter
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wait, you're PST, right?

paper spade
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yeah

hollow pewter
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oh, it's worse, it's +8h

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it's 9:30 in the UK right now

paper spade
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depending on the time of year yeah

hollow pewter
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right. forgot fuckin daylight savings exist, and they're shifted too

paper spade
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yeah it's goofy

hollow pewter
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like it makes sense, until you bring timezones into it like why is it dependent on the region to decide when they do it?

paper spade
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so realistically I should hear back from Nexus support tomorrow at the asscrack of dawn my time

paper spade
hollow pewter
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true

paper spade
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the way nexus operates is definitely on a "cut costs and keep us lean" philosophy KEKW

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stares angrily at the 3mb/s hard cap unless you pay them monthly money

hollow pewter
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3mb/s wtf

paper spade
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which is always fine, until you run across a mod that's over 1gb in size and then your life becomes pain

hollow pewter
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thank goodness DV mods are in the kilobyte range

paper spade
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yep, tiny lil suckers

left grove
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or you are like me and have 100 or more skyrim mods

paper spade
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even bloated to hell mods are only in the mb region

left grove
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all in the gb range

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so you just die inside

hollow pewter
paper spade
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yep

hollow pewter
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heck i could download the original doom in seconds at that speed

paper spade
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yeah, it's really not an issue for most mods, but anything over ~800mb or so just becomes increasingly painful via Nexus, unless you have premium

hollow pewter
paper spade
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just happens that Skyrim and other Bethesda games love to go unhinged, so large mods are a very normal thing for those games

left grove
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also, im having to restart my entire start from scratch save, reinstalled windows lastnight and forgot to save a backup

granite robin
left grove
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getting from 0 to the BLI PDT is rough, but after that its just cakewalks lmao

paper spade
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"I made a mod that add 8K taint hair textures to the horse's gooch, enjoy, it's 15gb for 1 texture file" -Every Skyrim modder ever

left grove
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looool

hollow pewter
granite robin
hollow pewter
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true

left grove
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*laughs in mass storage space *

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Dv mods all go onto my WD SSD D drive, so i have like 455gb i can dedicate to modding lmao

left grove
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lmao

paper spade
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I mean that's what it'd have to be, ain't no sane way to get a mod that large jjjkek

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just a mod that casually adds 400 decompiled copies of various dV versions into the game, because, reasons

left grove
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Might be a bit bloated if it was a complete dv overhaul zip with 3d assets, full voice acting, and cutscenes.

paper spade
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400 copies of it, sure

left grove
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and no. im not doing any of that

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lol

paper spade
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it's a tiny game

left grove
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indeed

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but its so fuckin gooood

granite robin
paper spade
left grove
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so CoD lmao

paper spade
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except those aren't FMVs

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cod's awful bloat is the fact that the textures and audio assets are just uncompressed, the entire time

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dummies could 100% compress those assets with minimal percieved quality loss and clear up a fair amount of disk size all at the same time

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but that would require effort

left grove
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indeed

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or brain cells

deft bane
left grove
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oh and lets not forget the king and queen of not optimized storage space.
ATLAS
and
ARK survival evolved

deft bane
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78TB

paper spade
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nah, just effort, cod devs have brain cells, they just have trash corporate management that wants each studio to churn a game out every 2 years so they can release a game every single year

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if they actually were given time to breathe between releases and longer development cycles, they could maybe do things players actually like, while also making the game look and sound solid without being 300gb on disk

hollow pewter
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lmao y'all on about ungodly drive sizes while i'm running DV from a 4gb sd card from years back

deft bane
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I have a 12tb Enterprise HDD

hollow pewter
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that's pretty cool

left grove
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lol i wish i had a home server

paper spade
left grove
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as it stands my pc is 6 years old, and needs some major TLC

hollow pewter
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my dad has something pretty similar, something like only 40-60 tb however and using RAID, but he mostly uses it for work and Plex so nothing too much of personal use

hollow pewter
paper spade
hollow pewter
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i have like 3-4tb across many external drives, just they're mostly portables that i use for backups or storage when i need. i don't do anything that needs much storage so i'm not too unhappy about my storage capability

deft bane
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I have 2 TB, 4 TB and 12 TB, then 1 TB, 14TB x8 then 12TB x12

hollow pewter
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that's crazy

deft bane
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Yes

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The 14tb x8 costed me 1K

hollow pewter
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i can imagine

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my whole setup is worth a couple of hundreds lol

deft bane
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And that's refub HDDs enterprise with 2 year warranty

hollow pewter
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wow

deft bane
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Ye

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Im storage hungry

hollow pewter
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what do you need all the storage for tho? a second installation of CoD?

granite robin
paper spade
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I'm so hopelessly lost for how to accomplish that task kekwhy

granite robin
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๐Ÿ”ฅ

granite robin
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Hmmm for some reason in preview it looks like default lidar but in dive it works.

deft bane
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Compare to one of the vanillas

granite robin
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Test protocol? It's all "lidar"

deft bane
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I'm at work :p

deft bane
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@paper spade hows Nexus

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did they respond

paper spade
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I will update you when I have updates dawg

deft bane
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REEEEEE

left grove
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when digi knows, we will know XD

deft bane
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shakes Digi aggressively

deft bane
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RINGS IS UP

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NEXUS

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AAAAAAA

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@paper spade they did it

hollow pewter
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heck yeah

deft bane
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looking great

hollow pewter
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wonder if there's a way to alias game names

granite robin
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I just searched Rings of Saturn, was easy enough.

hollow pewter
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fair enough, i went from both ฮ”V and Delta-V to begin with, guess it would likely make more sense to do it from rings of saturn for the everyday user tho

paper spade
# hollow pewter fair enough, i went from both ฮ”V and Delta-V to begin with, guess it would likel...

Here's the thing, I emailed them cause the game category that got submitted by the unknown user was "Delta-V: Rings of Saturn" and it had been a few business days, so I assumed something was up with that part of the submission, so I clarified the game's title and sent a link to the steam page for it.

and Nexus prefers that you use the game's actual working listed title... soo in this case "ฮ”V: Rings of Saturn" buuuuut Nexus doesn't support the use of the delta character/symbol, so ideally their next preferred naming scheme would have been "Delta V: Rings of Saturn"

Buuuuuut I suppose after my email, which explained the goobery title situation they opted for the middle ground and decided to swap "ฮ”" with "d"

paper spade
deft bane
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lol

paper spade
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but finally, Rena can stop hounding me about if Nexus did things

paper spade
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Yeah, Nexus being goofy as usual KEKW

hollow pewter
#

indeed

deft bane
granite robin
#

So now, maybe we should announce it somewhere? Steam forums etc?

hollow pewter
#

maybe, would such a thing be worthy of a discord announcement either?

#

i'm down for steam forums, although it would need to sound professional too

paper spade
#

I think before that happens, more, if not all of the mods should be moved over to Nexus before going "hey, there's another place you need to check for mods now, but also don't worry about it, cause it's just 5 mods, all available either in the discord server or through github"

hollow pewter
#

that too, plus i do need to finally finish up the wiki's section on it and update the links to nexus

paper spade
#

not saying they can't be multi-hosted, but I feel like having as much of the mods centralized to one place would just help the end-user experience so they aren't jumping between different Nexus pages, githubs and gitlabs

#

I need to go through and prepare zips for the mods that don't have them and whip up pages for them on Nexus, that way no one but me needs to go to the Github KEKW

hollow pewter
#

i'll leave the githubs up on the wiki, if ever anyone needs them for whatever reason

#

like you said, no one will need them tho so probably just for the old versions or smth

paper spade
#

Yeah, it never hurts to have the source repos linked somewhere, it can be useful for advanced users and folks looking to maybe fork a mod or even contribute to a mod

it's just a super quick way to potentially confuse non-savvy users cause Github cares not about the end-user, they care about developers and their experience with the site

hollow pewter
#

absolutely

#

i forgot about forking, so still could be useful for that too

granite robin
#

Github mods are for elite ๐Ÿ’ช

hollow pewter
#

albeit given how mods are structured now, forking isn't hard even from build versions

paper spade
#

well that's always the nice thing about paintext un-encrypted mods, they're free real estate

hollow pewter
#

true

#

@paper spade you know how you said that someone had tried to get a mod for DV already when you started your application

#

turns out it was @heavy widget trying to put IoE up, perhaps it's best seeing if that could be tried again

paper spade
#

Oh KEKW how'd you figure that one out?

hollow pewter
#

i noticed how there's a mod count for the game, tried to put one and it worked (for the tab title anyway)

paper spade
#

ahhhh, it didn't display a title in the tab the same before the game was approved

#

at least if it did, I clearly wasn't paying enough attention KEKW

hollow pewter
#

lol fair

deft bane
#

I looked into the workshop forum and omg the art comission I did, so perfect for it as the preview

left grove
#

yeah that looks niiice

left grove
#

@neon yacht can i borrow you to look at this script?

it supposed be drawing iron from processed cargo to make drones and massdriver ammo.

it currently does not. i dont think i managed to cobble it together correctly,

i have a different version that is basically just an MPDG that makes massdriver ammo and drones for free.

deft bane
left grove
granite robin
left grove
#

lol

#

and the other downside is you cant see your massdriver ammo count remaining

#

so you just have to hope it doesnt run dry and need to make more

#

1 RFMD gets 10 shots then it slows down rate of fire as the system makes more

deft bane
#

I want my 30mm minigun

#

12 seconds to fire, 10 hours to reload

#

:3

granite robin
#

We already have Tetsuo for that

left grove
deft bane
#

MORE DAKA IN SPACE

#

Someone from Asia going crazy on the rings

left grove
#

lmao

deft bane
#

Would not be surprised if there was a war somewhere

#

just for a claim

left grove
deft bane
left grove
#

lmao

#

im gonna go break something with the quad MPI rails

deft bane
#

Take care of a massive ship with the miniguns

hollow pewter
#

MAD-CERF type shit lmao

left grove
#

i dont have miniguns lmao

deft bane
left grove
#

oh cool it recorded fucking nothing

#

wait no its just got a ton of empty front space?

granite robin
left grove
#

is that what the tetsuo does?

#

its never worked for me in sim

granite robin
#

Yeah tetsuo with mass driver ammo, didn't have time to mine and process iron for that video

left grove
deft bane
#

fuckin, ALL THE BULLETS

#

You got a hole in your right hull! - Someone in the right side of the ship

left grove
#

"you got a hole in your right wing!"
checks right wing
wing is gone
"I THINK I GOT MORE THAN A HOLE IN IT"

granite robin
left grove
#

so it just switches based on what you have?

#

im gonna test that shit out lmao

deft bane
left grove
#

am sad, it not working

#

also this looks fucking hilarious

deft bane
#

my god, it looks forgien

#

ITS A ALIEN SHIP

#

something something, probes

left grove
#

this is fucking terrifying

#

im gonna let it mine some iron before i go find something

left grove
deft bane
left grove
#

idk if you can see the file name

"A10 eat your heart out"

deft bane
#

lmfao

deft bane
#

its nice seeing it be like this

left grove
#

niiice

#

eventually i will throw mine on there too

#

for now the github is my main location though

deft bane
#

Funny, I have a different mod for another game and I become a verified mod author

#

legit, its crazy

left grove
#

daaamn nice

deft bane
#

yep

#

give it a real backing from a verified author lol

left grove
#

found a bug with the advanced drones mod.

when installing deca yeet/haul AND deca MPU.

if you tune the MPU max range down to 100m, the yeet/haul drones are also restricted in range, despite having thier tuning set to 1200m

deft bane
#

weird

heavy widget
left grove
#

we cant see the name, "the mod author has not published it yet"

#

hev is correct on the tab title though

wintry ridge
dark pike
#

Microwave broadsides in a heavily modded everything for shits and giggles, but mostly the giggles.

#

Fun for the whole family, as in, it'll melt four faces at once.

left grove
paper spade
#

bah, yeet protocol also doesn't respect when life pods are docked with a bay and continuously try to target and move them out of the bay

neon yacht
#

interesting, there's no explicit check for that, but i would assume it would be covered by sanbus

paper spade
#

Yeet Protocol yeets life pods aggressively, can't use arms or bays, and I assume cradles on them without yeet protocol enabled drones constantly trying to push them away or towards the excavator

granite robin
#

dv_radioactive ๐Ÿ”ฅ (slow because I wanted to see how sprite looks in game)

deft bane
#

Whoaaa

hollow pewter
#

very good at showing that they do impart some thermal damage, as the one that hit the back of the cargo bay basically wrecked the computer

granite robin
hollow pewter
#

ohhh, that makes sense now lol

granite robin
naive patio
#

Sooooooo, fren modders.... Who might I ask VERY nicely to see if we can't get a really dumb mod made, like.....soonish?

naive patio
#

Wait wait wait, I didn't even say what it was I was doing? ........ :sideeye:

#

I've gotta clean out the PCs water loop, so it'll be a little later today, but I DO plan on a pretty decent session. I'll pair it with the hybrid test spawn mod, for ease of use. OMG
OMG
OMG
Ok, so, with both of those mods, I COULD really screw with the physics engine, trying to get multiple cores in the OCP cargo........

granite robin
naive patio
#

Wait, WT, are you in the AI spoilers thread?

#

Also, worked a charm. Ohhhhh how I wish I could stream these shenanigans. That was two hours of madness.

granite robin
naive patio
#

Uhhhhh.........

#

Well, guess I have to go do it all again tomorrow. Perhaps the effect comes on slightly before exiting the cargo, because I had two of them with the effect clearly working within the bounds of the door

naive patio
#

Ok, so, I had a thought. A mod - loader program should be REALLY easy to implement, no? Literally a GUI and .....two scripts?

For a V0.1, it would just be a text list, showing each mod 'downloaded', with either a green or red 'light' indicating whether the mod is enabled or not.

Enabling and disabling could be handled by just changing the extension from .zip to .zip0 or something equally easy to manually fix.

Watchdog process to monitor each file extension in chosen directory.

Then a 'Mods Enable/Disable' button on the top bar, that adds/removes the --enable-mods trigger from the exe.

Am I missing anything?

potent jewel
#

Is there a wiki page on how to set up modding? Also does godot use Python or is it multi-language support?

hollow pewter
#

not much in the way of actually setting up for modding currently, and it directly uses GDScript or C++/C# for languages, but i'm sure you could find libraries to use other languages as well

hollow pewter
#

yeah the section i included for mod creation links here actually

granite robin
hollow pewter
#

should prob link that to the wiki too, forgot it existed lol

hollow pewter
#

i'm trying to figure out how the naming convention system works for the game, and i'm having a hard time wrapping my head around the code for "verbatim" ship names, if anyone is able to help (all associated files are attached too)

#

also, i suppose for anyone interested, the cs files might provide insight into the possible names

neon yacht
# hollow pewter i'm trying to figure out how the naming convention system works for the game, an...

iirc, 'verbatim' names are just names that cannot be mixed with others, they will only ever appear with the first and last name paired together.

        var nr = rnd[0] % s
        return [dict[lang][nr][0], dict[lang][rnd[1] % s][1], dict[lang][nr][2]]
    else :
        var nr = rnd[0] % s
        return [dict[lang][nr][0], dict[lang][nr][1], dict[lang][nr][2]]```
from a quick look, this seems to be the most relevant part. Note how the non-verbatim section uses a different value for determining the second value, presumablythe last name.
hollow pewter
#

thanks

#

i presumed that's what it was for, as they don't really make much sense when in combination with others

#

still, thanks for confirming it

neon yacht
#

no problem

dark pike
#

Yeah, some names were very good names, but didn't mix well. That's exactly what they are.

Note that mixing up ship names will mix up your universe a little. I believe the selection is random but seeded, so a ship you should recognize may have a different name and a different captain. Like if you're doing the sibling quest, you could suddenly be looking for a ship of a different name.

#

Specifically in the case of when you add to the list of names, I mean.

#

Your crew and your ships should remain the same. Though if you sell and re-buy them, or fire and hire, I'm not sure if that holds.

hollow pewter
#

i will eventually get around to doing the same for the wiki, but that one requires a bit more thought to make good descriptions and i didn't feel like doing that right at this moment

potent jewel
#

Seems like a good idea. Iโ€™ll let you know when I get mine created. Will do pull request.

potent jewel
#

well I tried to fork it and that failed. It seems like github has just shadowbanned me from some things at random with no explanation. I might have to just ask support what's going on

potent jewel
#

importing this pck recovered directory is taking forever

neon yacht
hollow pewter
#

yeah, 0.5.3 is really quick, even if you're most of the way through a decompile from a newer GDRE version, it's still worth switching

#

also, @neon yacht perhaps it might be a good idea to note it in your modding guide

neon yacht
#

yeah, good call

potent jewel
#

Ok didnโ€™t know I was supposed to use an earlier version

potent jewel
#

well I left and running and left to go do stuff for 2 hours or more and it managed to finish. Should I keep the results or redo?

neon yacht
#

keep it, the data itself should be fine.

#

but I would definitely recommend switching if you end up decompiling a new version in the future.

potent jewel
#

I could create a PS script with a GUI "wizard" to set up the whole modding environment for people and decompile. I've basically got that whole PowerShell/Windows/GUI thing all figured out now.

potent jewel
hollow pewter
#

something i've been cooking up. im sure a few people would be happy to see the results of this

granite robin
hollow pewter
#

close to finishing a full mod for it, however i've riddled it with typos so debug time it is

#

also me forgetting how ZKYLoader worked doesn't help

#

hm, just produces a black screen when loading in, @neon yacht may i borrow some of your time to look into this zip at all?

neon yacht
#

a couple things so far

#

1: your zip doesn't like me

#

2: you're missing the ()

#

3: I'm gonna have to take a closer look

hollow pewter
#

hm, weird. they're all present on my copy

#

might've been the fact that i had winrar recompile the zip as i was editing it, so i might've uploaded it before it had saved

neon yacht
#

i believe i know the actual issue, but if i could get a new zip, i'd like to confirm

hollow pewter
#

if it still has problems, i can switch to windows' compression tool

neon yacht
#

nope, that one opened fine

hollow pewter
#

sweet

neon yacht
#

so, looks like you're trying to load TheRing.gd when you should be loading the .tscn

#

then you have to specify the root node of the scene

#

other then that, the scene should load fine

hollow pewter
#

i see. i can see where i deleted the root node specification as i did do a mass deletion with the text editor, which was there at one point

#

i'll patch it up and give it a try

#

ok, so progress. the mod loads and forces the event spawning correctly, however it seems that the events themselves didn't load and it's started a log spam with the game checking events

neon yacht
#

your test event and the actual event are named differently

hollow pewter
#

OH lol, the typo strikes again

neon yacht
#

99% of debugging is finding the one word you misspelled

hollow pewter
#

yup, even worse was when writing the tcsn, i made myself keep the prefixes in all caps to make it consistent for testing, only for me to not do that

#

hm, seems to still not like it. i'll quickly double check it

#

i'll try importing into godot rq to see if that brings out any errors

neon yacht
hollow pewter
#

hm, might just be my build specifically

neon yacht
hollow pewter
#

thanks. was just about to rebuild my zip

#

yup it works, bet it was the same issue you faced with my original zip

neon yacht
#

interesting, it seems really sensitive to bad zips, i know several other people had issues with zipping as well

#

i personally haven't had any issues with 7-zip on default settings

hollow pewter
#

yeah was gonna say, might just be a bad idea to use winrar's update zip feature

#

alright, suppose i might make some touch-ups before i put out a post for it

hollow pewter
#

looking to increase the float size for the random chances for derelicts (specifically for the minimum). would this be how it would be implemented? (i put in the log function to see if it loads it, if it works at all)

neon yacht
#

sorry, what exactly are you trying to accomplish, i don't quite understand

hollow pewter
#

i'm looking at trying to set the minimum random chance of some of the derelicts to below 10% (0.1), however the minimumChance float only goes in steps of 0.1

neon yacht
#

that limit is only imposed on the editor, it's not actually a limit on the var itself.

#

it only effects these sliders when editing in-engine

hollow pewter
#

i see. that makes a lot of sense, and a lot easier too

#

thanks

neon yacht
#

yeah, if you edit it in the .tscn file, it should work just fine

hollow pewter
#

giving the bald eagle a very tanked rarity chance lol

woven wraith
#

Hello everyone, I have a question, is it possible to modify the kitsune in some way, I mean mounting three modules, for example?

hollow pewter
#

i might be able to quickly write a modification of it, although i might not have enough time for it. will attempt it regardless

#

ok here's a quick mockup. just a very minor modification of the above mod with a decently big bug i couldn't sort out due to running out of time, being that the low-stress hardpoint puts two of the same equipment on both sides of the ship, yet only uses one equipment slot. it's created because i just copied the code and moved the hardpoint, and i do know how to fix it, but i can't right now

woven wraith
#

One more question, can I modify it a bit regarding loading, more or less like this?

#

I know it's crazy, but I want to test it.

hollow pewter
#

how do you want it edited exactly? like an OCP bay or something?

woven wraith
#

Yes

#

Like an ocp bay.

hollow pewter
#

hm, might be a decent bit more difficult, but possible. you'd probably lose it's accordion-like cargo bay functionality though

woven wraith
#

I know that, but in my opinion the kitsune is a really great ship, and the opportunity to test how it will behave interests me.

hollow pewter
#

that's fair. i believe it's that exact statement (more or less) that brought about the creation of the K37-OCP mix

woven wraith
#

Yes, but there is a problem with K37-OCP, namely it automatically crashes the game, which makes it impossible to install an additional module.

hollow pewter
#

yeah i believe it's a known bug, i've seen it being reported.

woven wraith
#

I was thinking about something more practical in relation to kitsune, drones, but in the sense that they extract raw materials and at the same time deliver them to the ship, such a solution would be possible and would have a cool concept.

#

Of course, I realize that it would be difficult to do because the drones had to be self-replicating, which, let's say, are in the initial stage of about twenty thousand pieces

hollow pewter
#

i do believe that a system like that exists in a mod already, although you might need to do some searching as i couldn't find it from a quick search

woven wraith
#

Oh well, I have to look for it.

neon yacht
#

probably Advanced Drones, the mod i still haven't released yet

woven wraith
woven wraith
hollow pewter
woven wraith
#

Collecting and delivering at the same time.

#

What if I installed the hard Stress hardpoint and low Stress hardpoint modules in series in one line, one at the front, the other at the tail, maybe that would solve the problem?

woven wraith
#

Yes exactly

#

Something like this would be great for kitsune.

neon yacht
#

they're really fun to use, but there's still some issues with it (like ore clipping through ships) so i haven't done a real release yet

woven wraith
#

But it looks great, cool thing, the only way to calmly acquire resources that don't run away from you hehe

#

If I may ask, approximately how long does it take to fill the entire Cargo bay

neon yacht
#

like the processed cargo? I guess however slow or fast you want, the drones are very customizable. I haven't really done any balancing, just getting them working properly is already quite a challenge

woven wraith
#

But honestly, it's a really great idea, something like this is like divine ambrosia.

woven wraith
hollow pewter
#

hate to be back here again, but i'm looking into extending the available ship configs. i don't really know how to extend JSON, but this is about the best I got from looking at mods that added to the method, but still doesn't work

#

hold on there's a typo in my ModMain, i'll fix it and try again

#

still seems to not work, def will need help with it then

neon yacht
#

i'm on my phone, so it's hard to write stuff out, but this should be how you want to do that:


var DDUsedShips = {
      "SHIP" : {
        configuration here
        },
      "OTHER_SHIP" : {
      other configuration here
      },
}

func _ready():
  usedShipConfigs.merge(DDUsedShips)```
hollow pewter
#

gotcha. i think i did have that as an old form, just i didn't realize my modmain was broken until well after i made the change. luckily it was on github so i might be able to see the history of it

#

hm didn't seem to work, i'll have to wait until i go home to figure it out

#

might be related to me using the NANI and Kzinti lesson as equipment

woven wraith
#

Question: Where can I download technical data for a given ship to modify it?

#

As a script

granite robin
# woven wraith As a script

So first you need to decompile game with GDRE link: https://github.com/GDRETools/gdsdecomp/releases/tag/v0.5.3
And then import it into Godot
https://godotengine.org/download/archive/3.5.3-stable/
For more step-by-step tutorial follow the guide here:
https://github.com/ZakrinYoran/Delta-V-Modding

GitHub

What's Changed

Fix GDScript decompilation for Godot versions 2.1, 3.1, and 3.5 by @nikitalita in #123
Fix import loading on >=4.0.2 by @nikitalita in #125
Godot 2.x fixes by @nikitalita in ...

Godot Engine

Download Godot Engine version 3.5.3 (stable) for Linux, macOS, Windows, or Android

GitHub

A basic guide on how to get set up for ฮ”V: Rings of Saturn modding. - ZakrinYoran/Delta-V-Modding

woven wraith
#

Thx

hollow pewter
#

pretty much everything i tried with it seemed to fail

#

i'm guessing what might need to happen would be to concatenate the vanilla values with the modded values, and then override the script entirely with the fresh value, or i totally bypass the vanilla method with a method of my own and deal with it that way. either way it seems like a decent bit more than i thought it was going to need

#

i'll get to some tinkering anyway, see if i can figure something out at the very least

neon yacht
#

By default, duplicate keys will not be copied over, unless overwrite is true.

hollow pewter
#

i see, thanks. i'd just figured out i could put in a break point to test that sort of thing too

#

don't know why i didn't think to check the documentation now that i think about it

#

guessing something like this

neon yacht
#

should be a bit simpler than that
usedShipConfigs.merge(DDUsedShips, true)

hollow pewter
#

i'll try that

#

ok that seemed to work

#

tysm!

neon yacht
#

no problem

hollow pewter
#

now i'm going to spend the next *insert arbritrarily large time value here* writing a load of ship configurations

woven wraith
#

I give up,i changed the replication cost to 25, original was 50

#

Not wont work

hollow pewter
#

something from last night that i forgot to put here, this is a list of every piece of vanilla equipment by their internal name (with comments for stuff w/o obvious naming in many cases). using it for current projects but thought it would be useful for anyone working with the creation of new ships and/or modification of vanilla ships

wintry ridge
hollow pewter
#

right, forgot the kitsune has them limited

hollow pewter
#

also just realized the Kitsune is limited to 50t of propellant, so i'll fix that too

granite robin
# hollow pewter

Hmm where did you find AGILER? Also found where MAIN_ENGINE_PMS is used - phage rotation torches and their main torch is ZUBRIN.

hollow pewter
#

AGILER is in the ThrusterSlot.tcsn, but i couldn't find it used anywhere. i kinda skimmed over the PMS torch, so i'll add those comments. thanks

#

i'm gonna put the text file on github so it can be updated without needing to be sent repeatedly

woven wraith
#

Dual Role Extractor Carrier Drone (DND-ECX)

[SYSTEM_DND_EXTRACTOR_CARRIER]
name = "Dual Role Extractor Carrier Drone"
description = "A multi-functional drone capable of both mining and delivering resources directly to the ship. Optimized for efficiency and speed."
type = "DRONE"
category = "EXTRACTION_CARRIER"
mining_rate = 150.0 # Mining rate in kg/min
cargo_capacity = 300.0 # Storage capacity in kg
delivery_speed = 30.0 # Speed at which resources are transported to ship
range = 2000.0 # Operating range in meters
reload_time = 10.0 # Reload/delivery cycle time in seconds
energy_usage = 50.0 # Energy consumption in MJ per cycle
cost = 12000.0 # Cost in credits
weight = 150.0 # Mass of the drone in kg

#

[DualRoleExtractorCarrierMk1]
name = "Dual Role Extractor Carrier Mk1"
type = "drone"
category = "extractor_carrier"
mass = 120
cost = 8000
energyConsumption = 40
range = 1500
miningRate = 100
cargoCapacity = 200
transferSpeed = 25
reloadTime = 12
specialEffect = "blue_particles_trail"
uniqueFeature = "Basic_Extraction_Pulse" # Efekt pulsujฤ…cego wydobycia

[Effects.Basic_Extraction_Pulse]
description = "Emitowanie krรณtkich impulsรณw laserowych podczas wydobycia."
visualEffect = "laser_pulse_anim"
audioEffect = "mining_pulse_sound"

#

[DualRoleExtractorCarrierMk2]
name = "Dual Role Extractor Carrier Mk2"
type = "drone"
category = "extractor_carrier"
mass = 150
cost = 12000
energyConsumption = 50
range = 2000
miningRate = 150
cargoCapacity = 300
transferSpeed = 30
reloadTime = 10
specialEffect = "green_particles_trail"
uniqueFeature = "AutoCargoUnload" # Automatyczny rozล‚adunek ล‚adunku

[Effects.AutoCargoUnload]
description = "Automatyczny rozล‚adunek surowcรณw na statku po powrocie."
visualEffect = "cargo_unload_anim"
audioEffect = "cargo_drop_sound"

#

[DualRoleExtractorCarrierMk3]
name = "Dual Role Extractor Carrier Mk3"
type = "drone"
category = "extractor_carrier"
mass = 180
cost = 18000
energyConsumption = 70
range = 2500
miningRate = 200
cargoCapacity = 400
transferSpeed = 35
reloadTime = 8
specialEffect = "yellow_glow_trail"
uniqueFeature = "Overload_Mining_Boost" # Tryb zwiฤ™kszenia wydobycia kosztem energii

[Effects.Overload_Mining_Boost]
description = "Zwiฤ™ksza wydajnoล›ฤ‡ wydobycia o 20% przez 10 sekund kosztem 50% wiฤ™kszego zuลผycia energii."
visualEffect = "overload_glow_anim"
audioEffect = "power_boost_sound"
cooldown = 30
duration = 10

#

[HeavyDutyExtractorCarrier]
name = "Heavy Duty Extractor Carrier"
type = "drone"
category = "extractor_carrier"
mass = 220
cost = 22000
energyConsumption = 90
range = 2000
miningRate = 250
cargoCapacity = 600
transferSpeed = 20
reloadTime = 15
specialEffect = "red_spark_trail"
uniqueFeature = "ShieldedTransport" # Ochrona ล‚adunku przed uszkodzeniami

[Effects.ShieldedTransport]
description = "ลadunek drona jest zabezpieczony przed uszkodzeniem w trakcie powrotu."
visualEffect = "shield_bubble_anim"
audioEffect = "shield_activate_sound"

#

[RapidExtractorCarrier]
name = "Rapid Extractor Carrier"
type = "drone"
category = "extractor_carrier"
mass = 130
cost = 14000
energyConsumption = 45
range = 3000
miningRate = 120
cargoCapacity = 150
transferSpeed = 50
reloadTime = 6
specialEffect = "cyan_stream_trail"
uniqueFeature = "HighSpeedDelivery" # Zwiฤ™kszona prฤ™dkoล›ฤ‡ transportu na krรณtki czas

[Effects.HighSpeedDelivery]
description = "Tymczasowo zwiฤ™ksza prฤ™dkoล›ฤ‡ dostawy o 50%."
visualEffect = "speed_boost_trail_anim"
audioEffect = "speed_boost_sound"
cooldown = 20
duration = 5

#

[UltraExtractorCarrier]
name = "Ultra Extractor Carrier"
type = "drone"
category = "extractor_carrier"
mass = 250
cost = 30000
energyConsumption = 100
range = 3500
miningRate = 300
cargoCapacity = 800
transferSpeed = 40
reloadTime = 5
specialEffect = "golden_glow_trail"
uniqueFeature = "SelfRepairSystem" # Automatyczna naprawa drona w locie

[Effects.SelfRepairSystem]
description = "Dron automatycznie naprawia uszkodzenia z prฤ™dkoล›ciฤ… 1% na sekundฤ™."
visualEffect = "repair_particles_anim"
audioEffect = "repair_sound_loop"
cooldown = 60
duration = 20

hollow pewter
#

i might end up putting the ship loadout additions on hold for the time being in favor of working on other planned features. i couldn't figure out a way to concatenate the vanilla values with the new ones in a way that appended them instead of completely overriding them, and i would rather not add the vanilla values to the list as A) i don't want to bloat the file and make it harder to read and modify, and B) in the event that new loadouts are added to the base game, i don't want to need to go back to the file to put them in when it happens.

neon yacht
#

that should be doable with a bit of scripting, I can look at making something for that tonight/tomorrow after work.

you're just wanting to add additional loadouts without affecting the vanilla ones yea?

hollow pewter
#

yeah pretty much

neon yacht
#

yeah, I'll take a look at that when I'm free

hollow pewter
#

sounds good, and thanks again

#

pretty much the idea i had in mind when trying it was to take the ship type from the list when it got to it, find the equivalent in the vanilla list, and append it. i never figured out how to properly split it, and yeah once again your help is greatly appreceated

neon yacht
#

okay, @hollow pewter i have some free time to look at doing that right now. that's for the derelict delights mod yeah?

hollow pewter
#

yup

#

been working on it right now actually, mostly bugs from stuff that was already there

#

i seem to attract a heck of a lot in the way of typos

neon yacht
#

they always find a way

hollow pewter
#

2 releases within 10 mins all from the same issue, and 2 because i made a typo fixing the previous issue

#

smh

neon yacht
#

so, this is something you're only trying to put into shipyard.gd? i see you have a file for each ship type, not sure the exact format you're going for

hollow pewter
#

i left the shipyard.gd file for reference, but wanted to move to using a file for each ship type

#

i originally had only the shipyard.gd file commented out, but had the others commented as well as i wanted to get a bugfix out w/o the changes

#

prob shoulda mentioned that a while ago now that i think about it, but i suppose now is a good of a time still

neon yacht
#

okay, sorry, i got pulled away for something else the moment i went to start

#

anyway, this should be pretty simple to do with the way you have it set up

#

since you already have them separated, nothing fancy required

#

for ones that have existing entries in the usedShipConfigs:


func _ready():
    usedShipConfigs["TRTL"].append_array(TRTL)

var TRTL = [
            (configs go here)
       ]
#

for ones that do not:

    usedShipConfigs["OCP209"] = OCP209

var OCP209 = [
              (configs go here)
             ]
#

if they were all bundled together, you would have to determine if there were existing configs first and then assign them appropriately

hollow pewter
#

ah thanks (also sorry for being pulled away in the end too, i ended up having to sleep so no worries). looked a heck of a lot simpler than what i was trying to do, guess i never saw the append_array func when trying to figure it out lol

#

still, guess it's kinda a nice thing that by me trying to make things easier by separating them out, it makes the solution a lot easier too

hollow pewter
#

first implementation seemed to not work. crashed with 4 lines generated to the engine log (being the engine header and renderer info) and nothing else to go on. very helpful

#

although i do have an idea what went wrong

#

nope, turns out for once it's not a typo

hollow pewter
#

nevermind, still is a typo lol. i think i forgot to remove the "true" statement when i changed to the append_array function without realizing that it wasn't the same as the merge func

#

nope that wasn't it either. i'll move to my desktop to start work on it there instead soon as it'd prob be a lot easier there

#

or i should actually start to read things properly the first time, these are obviously not the same function smh

#

i'll still wait until i get to my pc for it, but at least i know the lead i actually need to take on it

hollow pewter
#

even using verbose on CMD just has it end abruptly at this line here

#

nevermind fixed it, turns out i can't just modify the vulture and K44 loadouts individually

#

which is fine, i can always use another workaround for them instead

wintry ridge
#

as in, the variable you are trying to append?

#

ah right

#

I don't think this part is the problem.

hollow pewter
#

yeah pretty much just the loadouts i was going to add for that class of ship. it wasn't the problem in the end either

#

i was looking into making loadouts that would affect just the vulture and the K44 individually, given they have unique hardpoints that aren't covered by the usual configs. disabling the method that modified them made the mod load fine tho so is a good enough fix for the time being

#

i did notice a mixup where i had accidentally put the high-stress equipment to the right hardpoint on the vulture's loadout, so i might see if fixing that issue allowes it to work again when i get back to it

hollow pewter
#

back here (again). looking at adding a new variant of the THICC that's just larger (currently only with the code to have it spawn in the rings), however when i try to force the event to spawn, it repeatedly fails

neon yacht
#

this might just be the funniest typo yet

#

[ext_resource path="res://Derelict Delights/ships/drone/StoragePodBigRogue.tscn" type="PackedScene" id=5]

#

Derelict Delights

#

DerelictDelights

hollow pewter
#

OH. that would likely do it

hollow pewter
#

ok, finally got home and have fixed that issue. still seems to fail however

#

i have double checked to make sure the spawner mod is loaded after this, which was the cause last time

hollow pewter
#

ok found my issue. turns out for whatever reason i had set TheRing.tscn to load after Game.tscn, which meant that the events would be processed after TheRing.tscn was initialized

#

the only caveat of these big THICCs is that it constantly causes the pilot's adrenaline to activate, so i'm keeping them as pirate-only until i can find the solution

#

lemmie grab a comparison pic rq

#

ok better comparison

#

i'll see if i can give it two points for cradles to grab onto instead of just the centre, as it did have a little struggle to grab it in the first place, and that should hopefully bring it far enough away to stop the issues with adrenaline

hollow pewter
#

i might just end up shrinking it in the end, it's a whole lot bigger than the original 1.5x scale i originally did when compared to a standard THICC

hollow pewter
#

figured everything out with the large THICCs. i'm going to wait until tomorrow to deal with the equipment side of everything

hollow pewter
#

@neon yacht sorry to bother you again, but do you know where the code that handles what equipment can or cannot be fitted to specific ships at all?

neon yacht
#

depends, what equipment are you referring to? just what fits on the hardpoints?

hollow pewter
#

pretty much. i've set the new THICCs i've made to be equippable, i just want to be consistent and not have them equippable on the OCP or bald eagle

neon yacht
#

so, hardpoint items are determined solely by the slot ID on the ship, and which equipment is visible in upgrades.tscn for that slot.

#

the only equipment that is limited by the ship itself, rather than upgrades.tscn is turbine/reactor/ultracap and the consumables (remass, drones, ammo)

#

basically, as long as you put the new thiccs in the same slots as the existing ones, they will be equipable by the same ships.

hollow pewter
#

figures. i did put them in all of the side slots that weren't high-stress. i believe it's not too hard of a remedy as (at least from what the vanilla code shows), hiding it seems to disable it

neon yacht
#

yep, hiding them is sufficient. I personally prefer only adding them to the ones that need it, just so I'm not loading extra nodes. (not that a few will really matter at all)

hollow pewter
#

yeah that's fair, plus it does make it easier in the sense that you're spending less time adding them

#

also appears that it uses what appears to be the B8 & hunk cradle positioning, making it inconvenient for some ships (currently the EIME is the only one i've seen issues yet), however given i kinda want to bring out a release for this mod, i might just end up putting something in the flavor text for it in the meantime (which i still need to write)

neon yacht
#

would you happen to have toggled the 'flip' (it's called something like that) on the cradle?

#

it need to be toggled on one side for the arm to hold it right

hollow pewter
#

that would be it, flip is on for the left side and off for the right

neon yacht
#

also, I expect the Titan might have a bad time when you try and mount them

hollow pewter
#

just tried on the titan in their non-corrected state, and they actually behave pretty ok, apart from causing a big clang when loading into the sim

#

i will try again after applying the fix tho

#

still broken, looks like it needs a rotation instead of a flip

#

seems like they were given a 90 degree rotation, i'll zero that and see if that fixes it

#

nope, that seems to have done nothing lol, although i did toggle the flips as well so maybe i revert that

hollow pewter
#

finally decided to look into it again, and by the looks of things it's the EIME that redefines the position of the cradles, which explains the positioning (and maybe alignment too?)

hollow pewter
#

ok nearly got it nailed down, seems to work ok unless there's something else in the slot, where it still seems to just exist alongside it, unmoving

hollow pewter
#

i just remembered a convo ages back about new equipment and needing to use placeholders and voila! this is why copy-pasting is useful (and why i need to do it in future)

hollow pewter
#

@neon yacht quick question, say a function runs a handful of for statements (such as one of the game's makeAt functions), what would i want to do if i want to append an extra for statement without overriding the function entirely when extending a script?

neon yacht
#

which script/func are you trying to modify?

hollow pewter
#

the makeAt function in res:\story\Vilcy.gd, i'm looking to add new events that spawn with the function, just the only way i've managed to get them to work is to completely override the function itself

neon yacht
#

okay, that should be doable.
It looks like the func returns an array that contains all of the different ships that it makes. All you should have to do is manually call the existing function, append the new things you want spawned, then return the modified array.

func makeAt(pos):
    var out = .makeAt(pos)
    # Spawn your new event
    out.append("thing you want to append")
    return out
#

the trick is using. to call the original version of the overridden func

hollow pewter
#

thank you, once again making things a lot simpler than how i attempted it

neon yacht
#

no problem, lmk if you have any more questions

hollow pewter
#

will do

hollow pewter
#

i found the underlying issue to my mods not working today. i'd forgotten to put back the --enable-mods flag after removing it to play vanilla last night lol

#

for all i know, my previous attempts had worked fine, just i didn't have them load to see and thought they were broken

#

hm that's not good

neon yacht
#

looks like you're trying to load translations that aren't there?

hollow pewter
#

that would be it

#

i copied over the modmain from derelict delights and i guess i forgot to delete those lines

#

tysm

granite robin
#

@quick hinge @quentindrake So I was looking into getting Brigand Champion into the game, but well I don't have skills and time to do it.
Used OCP as base, really no work done other than replacing textures, moving excavator to the right place and adding eagle crew light.

#

I had to resize is in godot to match OCP scale, if @quick hinge re-render it in about twice the size it should look fine. Also if you will do this, probably look into adding damage sprites here is OCP as example

quick hinge
#

hold on, i have the files somewhere...

quick hinge
#

(i dont have the time to do damage sprites rn, maybe later!)

hollow pewter
#

memory hog moment

hollow pewter
#

currently working on the BBW for an IoE compatability rewrite, and everything seems to work except for the default configuration, which seems to not load properly especially on the thrusters, and the cargo bay doesn't show up on huds outside of just the value of objects in it. been mostly trying to get the hud to work as the config isn't too big of an issue, but have tried everything i could think of. nvm got it working

tidal gust
#

Anyone got a clue why after installing better refining, my MPUs no longer work? Ill get remass but nothing else. It just consumes the roid.

hollow pewter
#

by the looks of stock better refining, it just changes the processing defaults of all MPUs. only way i can see it not processing minerals is if you set the custom mineral efficiency to zero

#

only other thing that i can think of if it's not that is that another mod is conflicting with it, which MoreMinerals might do as it also affects the MPU code

tidal gust
#

well even uninstalling it doesnt help. My MPUs just dont work now i guess

#

Even tried making a new save and reinstalling the game

hollow pewter
#

might be the issue of having mods themselves, have you double checked without MoreMinerals, MIsForMPU, and IoE installed, as all three of those mods change MPU behaviour in one way or another, and might conflict with better refining

#

I can't say which version of IoE you've got installed right now, so pinpointing how it would affect things is a little hard atm

neon yacht
#

the vanilla mpu behavior was also changed somewhat recently. So that may also be causing issues.

hollow pewter
#

that's true, IoE seemed to not care much with it, same with MoreMinerals from what i've seen, but idk about Better Refining given it is a much older mod

tidal gust
#

I can definitely live without better refining, but not with my MPU's not MP'ing

#

1.7.5

#

im gonna make a new unmodded save and see if maybe that'll work

#

nope, even giving myself money on a vanilla save to buy an MPU doesnt work

hollow pewter
#

hm, weird

tidal gust
#

maan

#

idk what else to do

#

i cant really play with it stuck like this

tidal gust
#

fixed my MPUs but now IoE isnt working ๐Ÿ’€

wintry ridge
#

1.64.0 introduces a new feature, which might be useful for mod development.

Ships can now register equipment that they don't have installed, but potentially can have installed on them. Upgrade menu can read that.

This allows you to add equpment that will not be able to be installed on all the ships, like hardware that works only on specific ships. The relevant features are:

register possible equipment with:

    ship.registerCapability(slot, systemName)
    if ship.getConfig(slot) != systemName:
        Tool.remove(self)

make upgrade menu check for capability with:

#

if your mod overwrites one of cargo equipment scripts, it will probably lack that registerCapability call and you will experience cargo bay hardware missing from the hardware menu.

#

Use of this feature will probably be extended to further installable hardware in future.

hollow pewter
#

looks interesting, and like you say probably quite useful

hollow pewter
#

i've put some time to making a comprehensive guide for modding the game for the steam guides section, would like some feedback on anything that may be confusing: https://steamcommunity.com/sharedfiles/filedetails/?id=3406497378
figured this channel is probably better to share this if i'm wanting feedback from people who mod

This guide aims to go into depth on how to mod your game, as well as where you can find mods. This guide will not, however, give you information on how to write a mod or debug any issues you may have

#

i'm probably going to push a lot of the info from this to the wiki as well, as it's a whole lot more descriptive than what i put for there

hollow pewter
#

@neon yacht when you've got some free time, i might need a bit of help. i'm currently trying to get a crew conversation to happen on a specific derelict to finish a questline, however the dialog isn't triggering even though the code is almost the exact same as a vanilla counterpart (the missing sister derelict). the save i have attached has the radar anomaly set to the specific event, and the pilot currently onboard the active ship is the one with the specific agenda for it

hollow pewter
#

nevermind, i managed to find the issue (yet another typo)

neon yacht
#

glad you got it figured out

hollow pewter
#

yup, at this point the first thing i should be looking out for is typos, as that always seems to be the one thing i trip up on

hollow pewter
#

lol i think i jinxed it with that, now i have new equipment that just doesn't appear on the ship when equipped

hollow pewter
#

seems to be that the cradles get a little funky when instanced from another scene and flipped. this is a new equipment piece that line-for-line copies the left THICC module yet it still seems to break

night basin
#

Does the mod loader mod help mods work together? Cuz I have mods installed that don't seem to be working at all

hollow pewter
#

it can do in specific cases. which mods are you trying to load together?

night basin
#

IoE: Working
NTCED: Not working
Better Refining: Working sort of
Better Derelicts: Not working as far as I can tell
No Simulation Hex: Working
Realistic Minerals: Working
Moar Radar: Working

hollow pewter
#

it's to do with the way the original handles hardpoints, as it replaces the vanilla slots with a custom hardpoint set that only allows the use of vanilla and IoE equipment. the compatability version should bridge the gap and let equipment from other mods be installed as well

night basin
#

Or do I just add it to the mod folder?

hollow pewter
#

replace IoE with it

#

just make sure you don't have an IoE ship as the active ship when you load a save, that's the only incompatability with IoE saves that i'm aware of

night basin
#

So swap off of my OCP-Pack before I change? Will I be able to swap back to it or do I have to sell it before I replace IoE?

hollow pewter
#

i couldn't say, i haven't been able to test much with it but i would say sell just in case. you could always load it with it in dock with the new IoE, and alt-f4 if the ship isn't there to replace it

night basin
#

Ok. Any idea if this new version is compatible with K-Tech and/or Bootleg?

#

I'd love to be able to add them to my collection

hollow pewter
#

should be. i personally tested with the bootleg laser, which worked from my testing

night basin
#

Sweetness

#

Now I just need to figure out how to get that file onto my steam deck as it doesn't have discord

hollow pewter
#

discord does have a browser version. it's what i use and works pretty well

night basin
#

I didn't know that

hollow pewter
#

should make it a bit quicker than going through the process of installing it

#

maybe when i'm done working on bugs for derelict delights, i'll take another look at it and maybe make a release on the github for it

night basin
#

Very helpful. Now I can download mods from discord onto my steam deck. So much easier

night basin
#

So I wasn't able to use my save, but I'm able to make a new one. I reinstalled the old IoE and went to my starting ship and reverted everything to stock equipment or empty slots and I'm going to try again now that I've replaced IoE with the new one again. I'll let you know if it worked. I'm guessing something I had on the ship was from the mod and it broke the save

#

It did not work. I think my save is permanently broken unless I reinstall the old IoE mod.

hollow pewter
#

i see, i'll take a look when i can

night basin
#

The save works fine when I put the old IoE mod in the mod folder but as soon as I replace it with the new one it seems to be broken

night basin
#

Had an idea for a potential fix for IoE, no idea if it'll work or not as I'm not a programmer or anything, but what if you add an option to turn off any MPU changes the mod makes in the mod files or something? That way if there aren't other mods being used people can just leave them on but if they have another mod that changes it that they prefer, for example Better Refining, then they can turn off the MPU changes in IoE's files to get rid of the incompatibility?

hollow pewter
#

i've created a modification to the example ModMain script that should help anyone looking to use a config file or deal with mod dependancies/incompatabilities.

The handler for checking what mods are installed is very crude, going off of the filename directly (I will eventually include a better method), but should be good for most mods: https://github.com/rwqfsfasxc100/Delta-V-Useful-Files/tree/main/Template Mod

GitHub

A compilation of useful saves and other assets for the game Delta V: Rings of Saturn - rwqfsfasxc100/Delta-V-Useful-Files

granite robin
granite robin
hollow pewter
#

i had the same issue with the Tsukuyomi for the IoE compatibility mod, but that's how i achieved it

granite robin
hollow pewter
#

in relation to [this post here](#delta-v-on-the-web message), i guess it might be something to make a standard place where all mainstream mods can be downloaded from, rather than having links to several different places. maybe start bringing things to the gitlab again or smth?

neon yacht
#

the workshop... eventuallyโ„ข๏ธ

hollow pewter
#

i suppose that is coming, however that is for steam only, so there would likely need a second source for GOG, Epic and Itch

neon yacht
#

it would at least provide a way for people to search for mods. The mods can also link to their github/whatever if applicable.

#

unfortunately there's not really a mod/file hosting site that I like very much. github is great for the actual mod files, and i like having the source files on it, but it is terrible for finding/distributing them. nexus requires an account to even download, and is generally a terrible experience imo. other mod sites have varying degrees of usability and public knowledge. workshop is generally well-liked, and you can search on it without an account, even if it is a steam-only source

hollow pewter
#

suppose that's true, i haven't used workshop much so i didn't really take those into account

wintry ridge
#

nexus?

hollow pewter
winged dragon
#

So, I'm a filthy cheetah, and I wanna make the player OP. I've modded plenty of games to personal taste through lots and lots of reverse-engineering and trial and error.
I do have a (few) question(s) though!

  var mineralPrices = {
    "H2O":0.1, 
    "Be":20.5, 
    "Fe":0.9, 
    "Pd":2.5, 
    "Pt":2.7, 
    "V":3.0, 
    "W":6.5}

Say I wanted to multiply mineral prices by 10. Is it just as easy as copy/pasting

extends "res://CurrentGame.gd"
var mineralPrices = {
    "H2O":1, 
    "Be":205, 
    "Fe":9, 
    "Pd":25, 
    "Pt":27, 
    "V":30, 
    "W":65
}```
Or is that an oversimplification?
hollow pewter
#

variables can't be restated in a manner like that, but you can overwrite them. i'm not at my pc rn, so i can't write it exactly how it would work, but it would be something like this:


var newMineralPrices = {
    "H2O":1, 
    "Be":205, 
    "Fe":9, 
    "Pd":25, 
    "Pt":27, 
    "V":30, 
    "W":65
}
func _ready():
    mineralPrices.merge(newMineralPrices)```


do note that godot really doesn't like a mixture of spaces and tabs for indentation, so do be warned about that
winged dragon
#

haha I learned this the hard way

#

I know json and lua and that's about it so my unholy rage at wondering why my seemingly correct implementations were just not working

deft bane
#

hey Hev, seeing as you been the one somewhat mostly around the mod stuff for now, since ig Za'krin is on break, does extracting the lastest update game be able to fix some issues or no

#

idk, its been so long

hollow pewter
#

not directly, but something you can do is run the game from the editor directly (after commenting out the line that always decompiles incorrectly). you will need to get it to load (I personally set the mod loader to always run, but it isn't the best as it requires a bit of setup to debug and all) but it does give you access to the tools you'd get in any IDE

#

sadly I'm not able to get to my PC for a good while (staying overnight at a place that isn't home), so I sadly can't be a much help as I'd like, I might still be able to provide some assistance from memory

deft bane
#

ah dang ok

#

cuz I extracted another set of the game that has the latests updates and compare between the two verisons

#

see if any values changed and what not

#

my cpu is dying

#

its been at 100% load for almost 10 mins trying to get this new initializion going

hollow pewter
#

you might be better off changing the version of GDRE tools, as version 3.5 is very quick compared to more recent versions

#

at least for me, it took like 2 minutes for the entire process

deft bane
#

bruh

#

im on 3.4.2

#

points to digi

#

I blame him-

#

jk

hollow pewter
#

lol, I suppose it has been a while so you can always blame the rust

deft bane
#

that too

#

plus I been working with old verison of detla v so

#

I only did it so I could compare the changes if any

#

and see if moving everything over would fix said changes without need Za'krin's help

#

I been a lackluster modder ;w;

hollow pewter
#

it happens, but you aren't the worst

#

I suppose on a good note, it's pretty impressive how well some of the stuff has stood up

deft bane
#

yeah till now

#

issues didn rise till like

#

what, late Jan?

#

but ik it was cuz there was a update to the drones

#

which I know changed some stuff

#

which ig how gdot works, since the mod files referances old values and not the new ones

#

That's my guess tho

hollow pewter
#

I would guess so

#

perhaps when I do get home I could do my own looking. I believe I have an old version lying around somewhere (something like 1.37 or smth really old like that)

deft bane
#

mines like

#

super old

#

we talkin, fall months

#

I think

hollow pewter
#

I see, should be fine then

deft bane
#

spotted some changes already

#

left is lastest updated game verison, right is old

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minor line changes but in here it looks like something changed for sure

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looks like CANBUS changes and behvioural changes

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so im unsure if moving everything over to latest patch and using everything would work with this or not

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its a gamble to say the least

hollow pewter
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I suppose that might be it, the issues are related to targeting so it's a good gamble

deft bane
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you think Za'krin's patches will hold up to it?

hollow pewter
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hopefully should

deft bane
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Alright, then I'll give it a whirl next week and test

hollow pewter
deft bane
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Oh?

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Never heard of it

hollow pewter
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it's a site i've used a lot for source game mods, and it did have a few others so I figured it'd be some outreach nontheless

hollow pewter
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i think i screwed up the event spawning timer a bit too much lol, probably using the wrong order of operations

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my game crashed before i could properly get a screenshot, but there were easily 20 ships in the pilot tab

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ok yeah def wrong order of operations, it was set to 450^-2.5 rather than the intended 240 * 2^-2.5, which meant an event every 4.11*10^-8 seconds, rather than 1 every 80 seconds like was intended

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the visual is beautifully chaotic however

deft bane
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Crazy

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Anyways slight delay to my mod migration of fix but hopefully it is fruitful

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If not, I'm boned

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Burnout was real

hollow pewter
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i feel that

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a pretty big update to the mod menu i've been working on has been problem after problem for me

hollow pewter
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@abstract palm first thing that I'd take a look at when it comes to this would be the setup of the godot editor for modding. Za'krin has a very good guide that goes over most things that would be useful for starting out (link to the guide here: https://github.com/ZakrinYoran/Delta-V-Modding)

to make it a little quicker, i've attached the two applications that are used (Godot for the IDE, and GDRE tools to decompile the game's code). i'll not directly go into the setup for this, as i'll be going over the basics of scene replacement, but Za'krin's guide has a good explanation for both of these parts

abstract palm
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yep I'm already setting both of those up

hollow pewter
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once you've got both of those up, next thing is to create a new folder in the root of the project directory (you can do this in either Godot or file explorer, however i find that on big projects like DV it's quicker to do it in file explorer).

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with the folder, you'll want to right click on it for a new script. name this ModMain.gd, and this is basically the file that will handle the loading of any changes the mod makes

abstract palm
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okay, so that's the entry point for any mod

hollow pewter
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yup. i'm going to use the ModMain template in Za'krin's guide, as it has a lot of useful tools that aide with some of the things you'll be doing with modding, so i would open that one up and copy the entire file to the file made in godot (or you could download it and move it there, either works)

abstract palm
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k I'm looking at it now on the git repo

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nice, the scripting language looks v similar to python

hollow pewter
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yeah, i believe it's based off of it and C# (don't quote me on that though, i don't actually know for certain)

abstract palm
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I see the replaceScene function, out of curiosity is there a way to add a scene rather than replacing an existing one if you want to add smth completely new?

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or is that not necessary

hollow pewter
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not really necessary, the replaceScene function is more so for scenes already existing in the game

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pretty much any scene you make will load fine when it's referenced, although you'll likely be replacing other scenes or scripts to make that happen

abstract palm
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ah okay that's what I kind of figured after I asked

hollow pewter
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lmk when you're done with setting up the project for the next step

abstract palm
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k I'll @ you

abstract palm
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no subdir structure

hollow pewter
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oh, the decompile is of the DV .pck file in the game installation folder, rather than the .exe i provided you

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this is the file that you decompile, i prob shoulda been a bit more clear on that

abstract palm
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or is there a way to just DL it pre-compiled?

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nvm I think I found it

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we use gitlab at my work so I'm not used to github

hollow pewter
hollow pewter
abstract palm
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it's importing to Godot rn

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this PC is brutal, I can't wait for my new one to arrive

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it's just dragging through 26%, taking a minute or 2 for each .png

hollow pewter
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something that does happen with newer releases of GDRE tools is that it does take forever (it can take over an hour in several cases). for whatever reason it's incredibly faster with version 0.5.3, like import times of a couple of minutes at worst

abstract palm
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well it didn't have any trouble decompiling

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it's just importing to godot that's taking ages. should I cancel and re-de-compile with 0.5.3?

hollow pewter
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yeah, i would very much recommend it

abstract palm
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actually I'm not sure I can cancel

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just kill godot from the process mgr?

hollow pewter
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yeah pretty much, since you're redoing the decompile it won't matter too much

abstract palm
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I'm getting a lot of warnings I didn't get before

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Decompression not yet implemented for texture format

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is that an issue?

hollow pewter
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those are things you'd only need to worry about for decompiling the textures with GDRE, godot handles them fine

abstract palm
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ah okay

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yeah it's going much faster. I wonder what they changed that made it so slow for this project

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done

hollow pewter
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honestly idk either, but it works at getting it imported faster and that what matters

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ok, so yeah, create a folder for the mod and a ModMain.gd file within it, and i'll get the next part ready

abstract palm
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k I copied Zakrit's script in

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*Zakrin