Starbound
TrueSpace
NorthWestTrees 22 NOV 2019 a las 12:34
Developer & Planet patching?
Does your mod support other mods with planets or do the developers of those mods have to patch their mod to work with True Space. If so how does a developer like my self go about patching there mod to get it working with True Space?
Última edición por NorthWestTrees; 22 NOV 2019 a las 12:34
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HammyHammerGuy  [desarrollador] 22 NOV 2019 a las 14:34 
I believe you setup a sub-bracket set in "celestial.config.patch" to test for True Space components, then have compatibility content added on in there:
Like for example:
[ [ Base Modded Stuff ], [ { "op":"test", "path":"/planetaryTypes/<Planet Type>/baseParameters/terrestrialType/-", "inverse": true },
Then follow it up with this several times over depending on how many planet biomes you got going on:
{ "op":"add", "path":"/planetaryTypes/<Planet Type>/baseParameters/terrestrialType/-", "value":"<Your planet biome here>" } ] ]
planetaryTypes would be: HotPlanet, WarmPlanet, MildPlanet, CoolPlanet, ColdPlanet, FrostyPlanet, DrkPlanet
satelliteTypes are similarly named but "NSat"s instead of "Planet"
You really only need one test to make sure True Space content is available to be used.
Última edición por HammyHammerGuy; 22 NOV 2019 a las 14:44
bk3000  [desarrollador] 22 NOV 2019 a las 20:37 
If you want an actual example of a mod that adds optional TS compatibility to their mod from their end - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1397706778

Just in case you didn't understand the example. Oh one other thing is you should control load order in _metadata. That's because if you are testing for TS, you'd want to be sure your mod loads after. The example mod there does this of course.

edit: Let me know if you need help/have further questions.
Última edición por bk3000; 22 NOV 2019 a las 20:39
NorthWestTrees 23 NOV 2019 a las 15:38 
Thank you, this will help a tone! I will check the example out and see how it is set up, thank you again :)
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