Starbound

Starbound

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Missing Biome Music Fixer
   
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2 Feb @ 9:43pm
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Missing Biome Music Fixer

In 1 collection by shadowwolftjc
Shadow Wolf TJC's Utility Mods Collection
11 items
Description
Adds missing music arrays for various biomes that lacked them.

Note: This mod does nothing on its own, except for providing a framework for other mods to build off of in a way that would allow them to be more compatable with other such mods. As such, it was given a very high negative priority of -9990, so that it'd hopefully be one of the very 1st mods to be loaded, with higher negative numbers reserved for bug-fixing mods. (For reference, Starbound's base-game assets have a priority of -9999, so that they could ideally be loaded before all others.)
4 Comments
AnomNom 12 Feb @ 2:35pm 
all that a prospective mod developer would really need to do is create a set of two test patches, separated into their own sets of brackets. in the first set, they would test if the array already exists, and if it does, they would add their new values to it. in the second set, they would again test if the array already exists, but if it doesn't, they would instead add the array with their new values already inserted into it. in fact, this is what mod developers will have to do in order to not conflict with this framework, assuming they don't plan to make it a requirement.

again, my original intention was not to be rude or imply your framework was a bad decision - i just wanted to know if there was any specific benefit to using this framework over the patch method that i was missing. i apologize if it came off that way.
AnomNom 12 Feb @ 2:35pm 
i'm not trying to be rude, or say that your mod is worthless in any regard, and i hope it didn't come off like that. i'm just saying that this seems like a confusing avenue to take to me - and i should state that this is all my opinion, which can be freely ignored. creating a framework makes sense when a framework is actually necessitated by there being no other reasonable method of conflict resolution, but another method does exist.

what i mean to say is that i think it would be more worthwhile to educate mod developers in using test patches, instead of focusing on making a framework that adds a whole secondary requirement to a self-contained problem. there are plenty of resources available online, such as the information provided on Kawa's JSON Lab [helmet.kafuka.org], or the Advanced Modding [starbounder.org] article on the wiki, both of which describe how to use test patches.
shadowwolftjc  [author] 11 Feb @ 1:53pm 
@AnomNom: What if multiple mods tried to add the same array? That concern was why I had originally made "seemingly pointless" framework-building mods like this since the game was launched.

As for test patching, not every modder knows how those are supposed to work. (Heck, I've also found that not every modder knows how patches in general work, or how priority for their mods' metadata files works.)

For benefits, all the other modders would need to do if using framework-building mods like this would be to simply add new entries into already-prepared arrays (even if those arrays start off empty), instead of trying to add fresh arrays themselves (which I fear would cause conflicts).

For a better understanding on how various mods work specifically (including mine), you can use an unpacking tool, like the one included in the Starbound directory. For more information, please refer to guides like this: https://starbounder.org/Help:Unpacking_Game_Files
AnomNom 11 Feb @ 1:15pm 
i don't really understand the point of this. if a mod wants to add music to a planet, they can just add the array, which cuts down on needed an entire other mod as a requirement. if compatibility is a worry, then they can just have a test patch that only adds the array if it doesn't already exist, and adds to the existing array if it does already exist.

is there any particular benefit to using this over that test method i mentioned above which i'm overlooking?