Zanju Posted May 22 Posted May 22 Hi there! My mod is almost done, but I still need to gather some information about properly integrating into the modpack environment. My mod integrates with the configuration UI from modssettingsapi which in turn uses mods-list - how are dependencies declared in Aslain's ecosystem? Do I need to have some kind of declaration metadata file that tells the installer that my mod requires the mentioned mods? How can I make sure that my mod's configuration survives reinstall? Most mods within the modpack do, but eg. #684 Aiming Angles (by Polyacov_Yury) needs its config manually updated after each reinstall. Related, what do I do when I introduce new config option or change config shape and want to force update of the config file? Can I somehow signal that I want my config pruned? Is there any convention for storing cache files within the ecosystem? I'd like to store some information about last selected option per each tank in the garage. Should I just flood my config file, or is there a better way that will not conflict with others? What is expected of me when pushing out new version of the mod? I've attached the current `.zip` produced by my build script. Do I need to create new mod version each time the game updates, just to bump declared game version? Anything else I might need to know as someone who wishes to integrate with the Aslain's ecosystem? Perhaps its less complicated than I thought, and its simply a matter of asking for some internal installer settings when adding a mod? Here Is my current `.zip` build of the mod for the reference: │ README.txt │ └───mods ├───2.2.1.1 │ zanju.my_mod_name_0.1.0.0.wotmod │ └───configs └───my_mod_name │ config.json │ └───i18n en.yml pl.yml Thank you for help in advance! Quote
Administrator Aslain Posted May 22 Administrator Posted May 22 I suggest to save to appdata instead of local config folder in the mods folder, it will survive everything there. Check the mod sources from my recent mods BalCalcMod and AutoAimIndication+. Quote
Zanju Posted May 22 Author Posted May 22 ☝️ Thank you for that, I do hope to eventually get answers to the other questions? Whenever you have a few spare minutes for that. Quote
Administrator Aslain Posted May 22 Administrator Posted May 22 1. Meta.xml is not needed at all, it's more like information than real depencency you can skip it. I don't declare anything in the installer - not sure if this is what you are asking... 2. Answered in my previous post. 3. I don't know, depends on a mod type maybe, no idea. 4. General rule versioning a mod. You should raise only if you made a real change, not just repacked zip for a new game version - however you should always check your mod for a new game version, mods do break due to WG changes. 5. Are you asking if I can add you rmod? I don't add all mods, only if there is a demand and or if I like a mod. Request should be in the request section of forums. Very important, first publish your mod in wgmods.net. Quote
Zanju Posted May 22 Author Posted May 22 Thank you. To clarify: 1. Since my mod uses modssettingsapi and mods-list, if eventually in the future my mod would be added to your modpack, and someone would select only my mod and install, would the installer also provide both mentioned mods? Do I need some file that tells the installer what other mods my mod depend on? Do you somehow manually mark my mod with those dependencies? Does your modpack ALWAYS install those mods regardless whether they are needed or not? 4. Okay, assuming my mod works for the new version without any updates, do you still expect me to provide fresh zip for the new game version after each update? Or do you just reuse previous one unless it is broken? 5. I am not asking for adding the mod yet, it is not quite done. On the topic of wgmods.net, how is the modssettingsapi / mods-list situation looking here? I Imagine that the player has to download those separately themselves, otherwise they will simply be missing? Quote
Administrator Aslain Posted May 22 Administrator Posted May 22 1. Your mod should contain everything that is need for it to make it work. 4. No need to send me again the same mod, if it works I don't need it repacked or anything like that. 4. Same like here, when you send mod to wgmods it must be complete mod, with everything. Quote
Zanju Posted May 22 Author Posted May 22 Ah okay, I think that clears things up. Right now I simply load the existing mods-config API, but I understand that I need to simply bake a copy into my own mod? I'll need to make sure that it does not collide, with other mods then. 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.