Delver
cuddigan 19 Mar, 2015 @ 9:52am
Better mod support
I've been working on a mod merging feature lately for the next update, which basically means that you can have a bunch of mod folders and have their contents merged together instead of just having one modded Assets folder around at any given time.

It works like this:

Where before there was an Assets folder next to the game executable, now there will be a Mods folder.

Inside the Mods folder there will be a folder per mod, named anything, and inside of that will be the same data files as used to be inside the Assets folder.

The game on startup will run through all of the mod folders, and try to merge all of the data files together to collect all the content the game can use. For example: if I add a mod that is just a data/monsters.dat file which contains only one monster for the dungeons, it would keep all of the monsters from the vanilla dungeon PLUS add in the one new monster from the mod. (If it has a unique name, otherwise it would use the last loaded mod's version)

This will let people ship new packs of content, and it should all merge together nicely in a style like how Skyrim does things. The example shows how it works for monsters, but it also works for any other data files: items.dat, entities.dat, generator.zip, etc...

Here's an example mod I threw together that adds a new item with a custom sprite to the game, this should be a good base to use for building out new mods: http://www.delvergame.com/mods/ExampleMod.zip
Last edited by cuddigan; 25 Mar, 2015 @ 9:37am
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Showing 1-13 of 13 comments
7Soul 19 Mar, 2015 @ 1:07pm 
i'm having problems with this

My mod is supposed to replace the current content entirely, but with this new mod support, it's loading my mod AND stuff from the original content. The game is spawning items and enemies from the vanilla game but with my graphics, and it crashed when I tried entering the dungeon

A way to tell the game that my mod doesn't use content from the vanilla version would be the best approach to this, I think
cuddigan 20 Mar, 2015 @ 9:58am 
Originally posted by 7Soul:
i'm having problems with this

My mod is supposed to replace the current content entirely, but with this new mod support, it's loading my mod AND stuff from the original content. The game is spawning items and enemies from the vanilla game but with my graphics, and it crashed when I tried entering the dungeon

A way to tell the game that my mod doesn't use content from the vanilla version would be the best approach to this, I think

In your case, with a total conversion, shipping the mod as a full new Assets folder is probably the best way to go about it since otherwise it will try to load in stuff from the base game. Besides that, you could make a new theme instead of using the default 'DUNGEON' one so that when the game looks for level tiles and monsters, it uses your new theme instead of the vanilla one.
claiminglight 22 Mar, 2015 @ 7:58pm 
I'd like the ability to play with the player stats themselves. Do you know offhand where the values are stashed?
Last edited by claiminglight; 22 Mar, 2015 @ 7:58pm
claiminglight 23 Mar, 2015 @ 12:13pm 
Originally posted by Reise92:
Originally posted by claiminglight:
I'd like the ability to play with the player stats themselves. Do you know offhand where the values are stashed?
You'll find them in the saves folder.
C:\Program Files (x86)\Steam\steamapps\common\Delver\save\[Save slot number(0=1, 1=2, 2=3)]\player.dat
Search for stats:

DEF: Defense
SPD: Speed
MAG: Magic
DEX: Agility
ATK: Attack
END: Health

If you haven't increased one yet, it can be added in between the brackets after a comma. i.e.:
stats:{DEF:8,SPD:8,MAG:8,DEX:8,ATK:8,END:8},

Always make sure a comma separates the different stats.

Edit: Forgot to mention that you may need a level up or a prompt to update the stats after changing them in the player.dat file.


Cool, though I meant for the actual game core. Like, changing the float values for move speed per Speed point.
claiminglight 23 Mar, 2015 @ 1:04pm 
Originally posted by Reise92:
Originally posted by claiminglight:
Cool, though I meant for the actual game core. Like, changing the float values for move speed per Speed point.
That is hard-coded in the class files. com\interrupt\dungeoneer

You can decompile them, then alter and recompile them. Unless changes were made recently, a mods or assets folder will not cut it. The changed .class files will need to go into the .jar directly.

Sweet. thanks!
SpaceDrive 27 Apr, 2015 @ 8:08pm 
I have a question about the debug menu. I've added an item through the mods folder but I have no easy way to check if the mod is working because my item isn't appearing in the Debug menu. Is there an extra step I'm supposed to take to have it appear in there?
cuddigan 1 May, 2015 @ 11:29am 
Originally posted by SpaceDrive:
I have a question about the debug menu. I've added an item through the mods folder but I have no easy way to check if the mod is working because my item isn't appearing in the Debug menu. Is there an extra step I'm supposed to take to have it appear in there?

If you've added a new item to the items.dat file, it should appear in the list if the mod is loading properly.
SpaceDrive 1 May, 2015 @ 2:38pm 
I was putting the mod in the wrong folder, but thanks for the response.
ASpoopyPixel 5 Aug, 2015 @ 4:19pm 
wait wait wait so would i put my assest folder in the mod into the mods folder?
TeslaCuil 8 Sep, 2015 @ 8:52pm 
Could you make it so that wand type weapons can be divided into rarity categories like weapons? (or can they already?)
Pet 8 Jul, 2016 @ 10:24pm 
Why not add a Workshop?
Dumpster Model 25 Jan, 2017 @ 11:20pm 
Originally posted by claiminglight:
Originally posted by Reise92:
You'll find them in the saves folder.
C:\Program Files (x86)\Steam\steamapps\common\Delver\save\[Save slot number(0=1, 1=2, 2=3)]\player.dat
Search for stats:

DEF: Defense
SPD: Speed
MAG: Magic
DEX: Agility
ATK: Attack
END: Health

If you haven't increased one yet, it can be added in between the brackets after a comma. i.e.:
stats:{DEF:8,SPD:8,MAG:8,DEX:8,ATK:8,END:8},

Always make sure a comma separates the different stats.

Edit: Forgot to mention that you may need a level up or a prompt to update the stats after changing them in the player.dat file.


Cool, though I meant for the actual game core. Like, changing the float values for move speed per Speed point.





Yeah this didnt work for me at all, went to save and nothing was there i have a save file
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