View unanswered posts | View active topics It is currently Sun Aug 25, 2019 3:52 pm



Reply to topic  [ 99 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next
RWDK: Reassembly Web Development Kit (Updated 2017/01/07) 
Author Message

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
Pretty sure subregions is needed to include more than one region in a file though? Not sure if the weirdness is happening just because it's only got a single subregion contained or whether it's something else... could really use arthur's input on exactly how this stuff works. Guessing is hard when you can't tell where the problem is.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Thu Feb 25, 2016 10:19 am
Profile
User avatar

Joined: Sat Jun 06, 2015 3:04 am
Posts: 457
Reply with quote
Quote:
Pretty sure subregions is needed to include more than one region in a file though?

Nope. You just list the ident #s out and they're automatically recognized as subregions.

If you're making a new faction, you need a region indent for it. If you have multiple factions, you just list more indents.
These subregions will be added to the default galaxy, ... or to the galaxy of some other mod that redefines the galaxy and is loaded - * as long as they are above it in the load order.
(If a mod redefines the galaxy, faction mods that are below it will not get a spot in the galaxy because the redefined brackets will omit them. Other factions will need to be above the redefining mod in the load order to appear on the map properly.)

If your Regions.lua has outer brackets, it's like you're redefining the galaxy, which you can do .... but only one mod can do that, and it'll be whichever one is farther up in the load order.

Best practice is to always have your galaxy mods on the bottom of the load order (Star Wars Galaxy, Bigger Map, etc.). The upper most one will override lower ones. Then all your other faction mods would be above this so they appear on the map.
Per Arthur, mods on the bottom of the list get loaded first. Everything else loaded either overwrites what was previously loaded, or gets added to it.

_________________
https://discord.gg/BM4eeqS
http://reassemblyerect.site


Thu Feb 25, 2016 11:42 am
Profile

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
Not getting it. I tried multiple sections, one for each region, and it seemed that only the first was read.

I tried enclosing those in a section, and it appeared that none of them were read.

I don't see how to get multiple regions to read.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Fri Mar 11, 2016 7:39 pm
Profile
User avatar

Joined: Sat Jun 06, 2015 3:04 am
Posts: 457
Reply with quote
Hmmm, it looks like things aren't working the way I remember (which probably means some of my really old mods are broken).

After testing a bunch of things, I got this to work:

{

subregions = {
{
ident = 222, -- Eternal Fleet
color = 0xa44256,
count = 1,
radius = { 0.03, 0.05 },
position = { 0.7, 0.90 },
fleets = { { 54, { { 0, 5000}, {1, 80000} } } },
fleetCount = { { 10, 20 } },
},

{
ident = 223, -- Chiss
color = 0x001559,
count = 1,
radius = { 0.2, 0.5 },
position = { 0.7, 0.9 },
fleets = { { 51, { { 0, 18000}, {1, 8000} } } },
unique = { {"51_star_destroyer2_sumplkrum_[4927P]"}, {"51_base_sumplkrum_[4697P]"} ,{"51_star_destroyer2-B_sumplkrum_[5136P]"} },
},
}
}


So defining the subregions within outside brackets. I'm pretty sure that as long as you don't set totalSize, it does not count as redefining the galaxy.


You can use THIS for a test/example file if you want. It's a version of the Star Wars galaxy mod with an edited regions file. There's already a whole bunch of regions and factions made up in here.

_________________
https://discord.gg/BM4eeqS
http://reassemblyerect.site


Sat Mar 12, 2016 6:55 am
Profile

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
That's what I was already doing, but in some cases it was causing problems. It may be that it only causes problems if you define a single sub-region, in which case I just need to special-case it for when the list of regions has only a single entry.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Sat Mar 12, 2016 7:43 am
Profile

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
Pardon the double post, but I just updated adding a whole bunch of new stuff, changes and fixes. Check out the main post for details.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Sat Mar 12, 2016 5:54 pm
Profile

Joined: Wed Mar 16, 2016 11:09 am
Posts: 4
Reply with quote
I really like this development kit and made a couple of fun mods with it already, but after the implementation of the new ships tab, i would really like to download the complete package as a zip, to not have to download each file independently, and possibly forget something. And it would make the modding easier, becouse you can (almost) make a complete mod using just the kit, and not having to create a folder, becouse you can just unzip it.
i however don't know how hard it is to create custom zip files in dart or html, so if this is (almost) impossible, please let me know

thanks for the kit :D

_________________
http://atg.lychnobi.com/ttftcuts/rwdk/
Visual Reassembly mod kit


Wed Mar 16, 2016 11:14 am
Profile
User avatar

Joined: Thu Mar 17, 2016 2:07 pm
Posts: 3
Reply with quote
I have discovered a potential bug: i have made blocks with ids 19900-20025, yet all but 19996 and beyond are blank blocks, even though i clearly have them set. is that a bug with the dev kit or the game?

_________________
{O.S.I Mod} First main mod
Here's what i used to make it. VERY useful: RWDK: Reassembly Web Development Kit


Thu Mar 17, 2016 2:11 pm
Profile

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
bokke1010 wrote:
I really like this development kit and made a couple of fun mods with it already, but after the implementation of the new ships tab, i would really like to download the complete package as a zip, to not have to download each file independently, and possibly forget something. And it would make the modding easier, becouse you can (almost) make a complete mod using just the kit, and not having to create a folder, becouse you can just unzip it.
i however don't know how hard it is to create custom zip files in dart or html, so if this is (almost) impossible, please let me know

thanks for the kit :D
The main problem is that RWDK runs client-side - Dart compiles to javascript - and the compression libraries are generally system libraries accessed by server software. And while it's possible to construct pretty much arbitrary files with the dataURI format, any compression has to be done in-browser. I already had this planned for the ships tab (see the greyed out button) but haven't gotten around to ironing out the details.

Licflagg wrote:
I have discovered a potential bug: i have made blocks with ids 19900-20025, yet all but 19996 and beyond are blank blocks, even though i clearly have them set. is that a bug with the dev kit or the game?
You can literally start from 1. Those numbers are waaaay too high and are probably starting to eat into the relocation region, where the game keeps the blocks of relocated workshop mods.

You ONLY need to care about ids conflicting with the vanilla stuff and your own mods. Relocation will make sure it doesn't conflict with other mods once published.

_________________
My mods
Starring:
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!


Fri Mar 18, 2016 9:07 am
Profile

Joined: Thu Jul 30, 2015 6:36 am
Posts: 8
Reply with quote
Im not very good at computer language stuff, but very interested in messing with this game, this pretty awesome tool makes the pipedream a possibility. I have a bunch of questions, perhaps like minded modders who are better with computer stuff than me could answer a few? Perhaps walk me through something simple?

Heres my questions:
Something I'dd like to do:
Modify and add stuff to a base faction.
Say I don't like the Farmer faction Station battery, I want to increase the projectile velocity and make it fire bursts of 3 shots.
1) Is there a quick and simple way to implement that? Can I have a mod for each faction wherein I can fiddle with existing stuff (using this online tool, modifying the .lua with just text makes my brain fizzle)?
2) Is there a quick and easy way to create this gun (say by copying the original) and adding it to the game along with the original, not instead of?
3) Do I have to manually decide P and Energy costs or can the game do it?
If I could set up a mod for each of the base factions that I can add blocks to and fiddle with existing blocks in I think I would be set for life.
I'm not particularly interested in making new factions from scratch.


Thanks in advance to anyone who takes the time to answer.


Sat Mar 19, 2016 9:10 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 99 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next

Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software