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Author Topic: Steam Workshop modding question  (Read 1120 times)

squamous

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Steam Workshop modding question
« on: December 01, 2022, 02:09:05 pm »

Here's what we know: https://bay12games.com/dwarves/modding_guide.html

Am I right in understanding that this new system would prevent mods from removing vanilla content? It seems like you can add stuff but not necessarily remove vanilla files, which is bad for my own work. Can anyone confirm or deny? Would total conversions such as my own mods be incompatible with this system? I might just have missed some info, I apologize if so.
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brewer bob

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Re: Steam Workshop modding question
« Reply #1 on: December 01, 2022, 09:11:04 pm »

I understood from the devlogs and FotF replies that vanilla content can be cut out in the load order.

Relevant reply from Fotf:

Quote from: ZM5
In regards to the new mod loading system, how will total conversions be handled?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403532#msg8403532

Yeah, it hasn't changed since voliol mentioned it.  The player has to pop the vanilla stuff out of the load order - you can set your mod's conflicts to explicitly excluding vanilla stuff so the player won't be able to run it with vanilla stuff in there, which should help.  But there isn't any kind of meta system where it can also set load orders automatically at this time.

And a devlog mentioning it:

http://www.bay12games.com/dwarves/#2022-09-26
Quote
I reworked the object load system so we can now alter text definitions all the way up to the end - it used to process them as they were loaded. The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry, etc.

squamous

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Re: Steam Workshop modding question
« Reply #2 on: December 01, 2022, 09:39:16 pm »

I understood from the devlogs and FotF replies that vanilla content can be cut out in the load order.

Relevant reply from Fotf:

Quote from: ZM5
In regards to the new mod loading system, how will total conversions be handled?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403532#msg8403532

Yeah, it hasn't changed since voliol mentioned it.  The player has to pop the vanilla stuff out of the load order - you can set your mod's conflicts to explicitly excluding vanilla stuff so the player won't be able to run it with vanilla stuff in there, which should help.  But there isn't any kind of meta system where it can also set load orders automatically at this time.

And a devlog mentioning it:

http://www.bay12games.com/dwarves/#2022-09-26
Quote
I reworked the object load system so we can now alter text definitions all the way up to the end - it used to process them as they were loaded. The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry, etc.

Oh! That's a huge relief, thanks. Guess I missed this somewhere.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2