Comments (7)
lol and my enthusiasm is driven by wanting to play this game with 50+ mods, so cave man managing them one at a time takes a couple hours in all. which about how long I have to enjoy a game before family needs attention.
from modbuddy.
Huh I searched your repo for .mods
and replcedthat with modbuddy
and somehow .mods
still showed up...
java.lang.RuntimeException: Error loading [data/world/factions/submarkets/dryDockButtonColour.faction] resource, not found in [
/home/alan-cugler/Games/starsector/starsector/./mods/adjusted sector v0.4.2,
/home/alan-cugler/Games/starsector/starsector/./mods/industrial.evolution2.2.h,
../starfarer.res/res,CLASSPATH]
from modbuddy.
I can only surmise the hardlinking is an issue for some reason. I conducted two tests to isolate to that deduction.
-
I removed the same mod modbuddy had hardlinked to the starsector mods directory and replaced it with a archive version of the mod that I extracted myself.
-
I took the same mod already extracted by modbuddy and manually copied that into the starsector mods directory.
Both of these above tests resulted in a successful loading of the mod. So the mod isnt corrupted from patoolib, and its happy to load a mod directly copied in. I am still seeing the above pathing despite the directory naming change from .mods
to modbuddy
. I also had nuked the game and installed a new one in case somehow the java had cached something from previous tests.
from modbuddy.
okay the /.mods/
path displayed by the logs of the game I am trying to mod is a red herring of java's output. Nonetheless, the linking method does seem to be an issue. I tried a different method (though maybe not a great solution) of getting the mods into the mod directory for the game and they loaded successfully.
import os
import shutil
from pathlib import Path
here = Path(os.path.dirname(os.path.realpath(__file__)))
target_path = Path("/home/alan-cugler/Games/starsector/starsector/mods")
for mod_husk in here.iterdir():
if mod_husk.is_dir():
for mod in mod_husk.iterdir():
shutil.copytree(mod, target_path/mod.name, copy_function=os.link)
from modbuddy.
Appreciate your enthusiasm. A lot of things to wrap my head around here. Some questions however:
- Does starsector use a folder called
mods
to apply its own mods? - How does starsector handle mods? Is it demanded that all folderers get "merged" together, or is it capable of parsing individual mods?
from modbuddy.
so starsector does use a mods
directory. On the second question is more open for interpretation of when you consider them merged or not. Like with Skyrim everything is forcefully written over the base content in sequence and then loaded as a single completed game. I would have guessed starsector didnt do this since you can turn some mods on or off in the launch menu, however all errors that do come from mods show up for the entire PATH of all th mods rather than targeting a specific mod.
So maybe its merging them all at game launch after you've selected which ones to use in the launcher menu.
from modbuddy.
Where modbuddy excels is with games that doesn't allow a separate folder for each mod, but where you need to jam everything into one particular folder (which can/will overwrite files). This case warrant a load order before launching a game.
Ex: if all enabled mods contains a file called data/config/test.json
, the actual content in the end will be whatever the last mods file.
If i read this correctly, starsector does have a mod manager in the launcher. Does that not work as intended?
from modbuddy.
Related Issues (16)
- Backup volatile mod folder before use
- Implement dirty bit
- Consider refactoring to DearPyGui HOT 1
- Replace shutil with patool HOT 7
- Flip the default column spacing for the name and path fields HOT 2
- Base content a duplicated variable caused unexpected bug during repeated testing HOT 3
- Required steps to "resetting" ModBuddy HOT 3
- Split up application logic from the GUI
- Ensure that disabled mods are removed
- Improve presets HOT 1
- CRUD-ify the mod table HOT 2
- Implement option of new autosaved presets
- Error on first start HOT 4
- Handle issues regarding case sensitivity
- Extract text strings from code
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from modbuddy.