Author Topic: Plans for mod manager/Steam workshop?  (Read 476 times)

Offline etheric42

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Plans for mod manager/Steam workshop?
« on: April 02, 2018, 05:55:07 PM »
Are there any plans for adding a mod manager or using Steam workshop?  When I was playing around with re-balancing earlier I didn't back up properly and when the next update came out things were broken and I had to just reset back to factory (which is fine because I hadn't gotten very far).  Any mods that change core ships/balancing (instead of just adding minor factions/ships) affect core files and it would be nice to have a system to load/unload those mods either in game or pre-launch (especially for more casual mod users).

Offline BadgerBadger

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Re: Plans for mod manager/Steam workshop?
« Reply #1 on: April 02, 2018, 06:01:19 PM »
There is a way to have your own local overrides of the XML, and to instruct the game to use those. See the XMLMods directory for some examples, and then set the game to use them in the XMLLOadingOrder.txt file. I'm sure Keith can give more examples if desired. I personally don't worry about it because like a sensible person ;-) I keep all of my code in git and just use side branches for such things. 

Offline keith.lamothe

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Re: Plans for mod manager/Steam workshop?
« Reply #2 on: April 02, 2018, 07:22:35 PM »
The simplest way to have your side changes in a non-overriden fashion is to add an extra file next to the one you want to modify, and have partial records in that extra file that only mention the records and fields you want to change. They're then overlaid on top of the "vanilla" data by the game.

If you want something that's actually distributable, then you put it in a separate mods folder entirely, as Badger alluded to, but the actual data in your mod files would potentially be exactly the same.
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