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Author Topic: Moving mods to new versions  (Read 636 times)

RenoFox

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Moving mods to new versions
« on: May 09, 2011, 01:53:57 pm »

Is there something to migrate mods when updating the game? For example, I'd like to have adventure mode crafting and expanded anatomy, but going through the process of modifying all the raws every time a new version is released seems like too much work. I remember finding something like a mod manager, but it was discontinued by the time I found it.

Grimlocke

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Re: Moving mods to new versions
« Reply #1 on: May 09, 2011, 02:25:16 pm »

Not all mods need updating, and not all need to use the stock raw files. Try to make your mods use as much seperate files as possible, or simply make your mod a whole new version of a stock raw file.

For when this isnt possible it would indeed be helpful to have a program where you can input the changes your mod makes, and which output the new, modded raws.
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CaptainArchmage

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Re: Moving mods to new versions
« Reply #2 on: May 09, 2011, 03:03:45 pm »

In general, raws only need updating when big changes happen, such as the addition of [PRONE_TO_RAGE:20] or egg laying or grazing or the addition of fired materials and grass. At the moment these changes have only been the addition of new things, but in the past I believe there was one major change to the new version that would require the rewrite of some of the raws in mods.
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Deon

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Re: Moving mods to new versions
« Reply #3 on: May 09, 2011, 03:37:51 pm »

http://www.bay12forums.com/smf/index.php?topic=61304.0
Adventure mode crafting for 0.31.25, frequently updated.
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darkflagrance

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Re: Moving mods to new versions
« Reply #4 on: May 09, 2011, 07:08:54 pm »

Is there something to migrate mods when updating the game? For example, I'd like to have adventure mode crafting and expanded anatomy, but going through the process of modifying all the raws every time a new version is released seems like too much work. I remember finding something like a mod manager, but it was discontinued by the time I found it.

The problem with expanded anatomy is you have to rewrite the anatomies of every new donor creature Toady inserts with each new version on a case by case basis. That could be very effort intensive. Other than that, raw changes are usually pretty isolated from the rest of the old stuff.
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Vattic

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Re: Moving mods to new versions
« Reply #5 on: May 10, 2011, 03:54:01 am »

Given the problem you've described it doesn't fit the bill completely but I use WinMerge when transferring my mods between similar versions. You can open both your modified version of a file and the new and quickly go through all the differences replacing what you want.
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