GameObjectReference:212 // override the gameobject to be 212. RecordID:ba8b6bcb-3df1-47f2-b4e6-7d67640351d5 // (this identifies the specific component that we're modifying from the original agents.xml. Add a new component, of type LuaModComponent Make changes to Toolbar-ObjectsButton Priority:9001 // Priority is high, so this file will overwrite any other changes (if there's a conflict) Name:agents // Identifies the original xml file to modify (You can't put comments in the real xml files, but I added them for explanation) The specific component is LuaModComponent These files would be placed under data/Mods. Here's an example file that modifies "Toolbar-ObjectsButton". You only need this if you want to let another modder easily edit your file Uniquely identifies a subrecord in a list. Used to remove components, among other things If true, the subrecord containing this record will be deleted. Otherwise, the elements will be replaced.īy default, subrecords are automatically appended, but entries are not. If true, elements in a list will be appended to the existing list. Use this to overwrite another modder's xml file. Use this to set the priority of when your xml file should be loaded. So create a new xml file if you want to modify another file. The name of the xml file that you want to modify. Your xml file will automatically be merged with the existing xml file (when the game is launched). When creating your own xml modifications, you only need to provide that unique name. This name is set at the very top of the xml file, and looks like: In the case of agents.xml, that unique name is "agents". #STARMANCER RESTOCK PRIORITY MODS#Ideally the mods are somehow "drag and drop", where every modder can change only the parts that they're interested in.Įvery XML file has a unique name. You could directly edit agents.xml, but what would happen if both you and another modder made changes to the same file? There would definitely be some sort of conflict. HitPointComponent - Stores the shelf's health.ItemContainerComponent - With capacity for 8 items.Just Google "guid generator" to create guids. The odds of 2 objects ever having the same guid is almost 0. In this case, it's a bit unnecessary, but it's automatically generated for all list elements. *recordId is used to uniquely identify an element in a list, allowing you to edit a specific element. Some keys are added: Object and TradeableContainer. This sets the name of the agent (used as a unique identifier if other components want to reference this agent) to "Shelf Standard Big Entity". Adding brand new components (via LUA or DLL mod).Adjusting how quickly colonists get hungry.If you make any mod, there's almost a 90% chance that you'll have to edit some xml somewhere Literally everything in the game is loaded from xml files. If the same entry or subrecord name is used multiple times, it will automatically be stored as an array. The game is being published by Chucklefish.All Agents in the game are loaded and created when the game first starts, using data provided in data/agents.xml.Įverything is composed of Records and Entries. Starmancer also received additional attention at E3 2019, where they showed off the game as part of the Indie Games Show. On April 22, 2019, the game was released into closed alpha for Kickstarter backers and those who pre-ordered via Backerkit. On April 2, 2018, Ominux added an additional programmer to the team, who quietly left the project shortly before E3 2019. Starmancer has been in development for 5 years as of 2020. #STARMANCER RESTOCK PRIORITY FULL#Starmancer was officially unveiled via Kickstarter on Febru and achieved full funding within three days. Unlike typical colony-management games, Starmancer does not end when all colonists are dead, instead giving the player the ability to create new ones at will. The game emphasizes player freedom, with the main objective of the game being the preservation of the Starmancer Core and station. In Starmancer, the player plays as a Starmancer Core, which is a human- artificial intelligence hybrid who has been irreversibly fused with their core.
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