Beta Mod Changes

Discussion in 'Mod Discussions' started by o, September 25, 2013.

  1. chargrove

    chargrove Uber Alumni

    Messages:
    107
    Likes Received:
    350
    I've edited post #153 above slightly; the community_extra field turned out to be confusing and ultimately unnecessary. I'm changing the JS APIs to pass-through the original modinfo.json content instead (instead of the processed internal state), so the extra fields won't be lost; I'll just add some new fields from the processed state instead. Just FYI.
    Last edited: June 26, 2014
    wondible likes this.
  2. Mereth

    Mereth Active Member

    Messages:
    330
    Likes Received:
    164
    Nice move ! We should be able to manage the ui_mod_list array directly from a mod (and maybe it could be part of common.js later ^^)

    Next step : enabling/disabling mods from without restarting PA ^^
    Fr33Lancer likes this.
  3. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Challenge: last I checked, only the mods in mods.json at game start are visible in the merged filesystem. So you might be able to toggle the ui hooks for non-shadow mods using a separate mechanism to track enabled state, but we can't do a full mod manager without further engine support.
  4. Mereth

    Mereth Active Member

    Messages:
    330
    Likes Received:
    164
    Yes, mods loading & mounting is done when you start PA, by "next step", I meant for Uber :p
    At best, like you said, we could somehow manage enabling/disabling non-shadow mods by managing the ui_mod_list arrays.
  5. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    So... What exactly is the deal with the server mod changes implemented in the PTE? I'm not sure exactly what the benefit is and it means a heck of a lot of work for those who've authored large server mods.
  6. aevs

    aevs Post Master General

    Messages:
    1,051
    Likes Received:
    1,150
    The separation of server mods and client mods into their own folders / using their own own mods.json files seems a bit odd to me. Planet type mods are a good example; I could be wrong here, but as far as I can tell I need to have separate mods for a mod that affects both the system editor and the server. If there were a context option for "all" or something along those lines, there would be no need to shadow the terrain files in both the server and client contexts separately.
  7. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    This is also a problem for mods that add units, and being able to see them with the Unit database mod - an "all" or "both" would be very handy.
  8. Mereth

    Mereth Active Member

    Messages:
    330
    Likes Received:
    164
    Ingame API still only show the Uber properties.
    Code:
    api.mods.getMountedMods("client", function (mod_array) {
      console.log(mod_array);
    });
    
    "server" mods aren't mounted until the lobby creation.
  9. Zachattack525

    Zachattack525 New Member

    Messages:
    22
    Likes Received:
    2
    umm... I can get to the planetary annihilation folder, but there is no mods folder... I would use PAMM but my PC says it's unsafe.
  10. masterdigital

    masterdigital Uber Alumni

    Messages:
    438
    Likes Received:
    833
    PAMM is not unsafe.
    Ksgrip, cola_colin, cdrkf and 3 others like this.
  11. Zachattack525

    Zachattack525 New Member

    Messages:
    22
    Likes Received:
    2
    I know, and I fixed the issue. I just turned on silent mode for Norton for a little bit
  12. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Well there's your problem.
    lokiCML, cola_colin and Nicb1 like this.
  13. Nicb1

    Nicb1 Post Master General

    Messages:
    1,010
    Likes Received:
    1,286
    Norton.......
    Sigh, wonder why people still use that piece of junk.

    Seriously go get yourself some free antivirus such as avast, heck anything other than Norton. You'll thank me later for suggesting this.
    stuart98 likes this.

Share This Page