Take the code from say blueprints.xml and call it blueprints.xml.append
Mod management programs like Slipstream will know what to do. Hopefully.
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- stylesrj
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- NarnKar
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
So let's say your change is in blueprints.xml. Put whatever your change is -- JUST your change, not all of blueprints.xml's code--into a file called blueprints.xml.append. The file should still be in XML format, but with an extra APPEND suffix at the end of the file name. Once that's done, you make a directory called data, and put blueprints.xml.append into the data directory.
Zip up the data folder (in other words, make it a zip archive), and change the extension from .zip to .ftl. Then just put it in SMM's "mods" folder and you're good to go.
Zip up the data folder (in other words, make it a zip archive), and change the extension from .zip to .ftl. Then just put it in SMM's "mods" folder and you're good to go.
- 95% Chance
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
NarnKar wrote:So let's say your change is in blueprints.xml. Put whatever your change is -- JUST your change, not all of blueprints.xml's code--into a file called blueprints.xml.append. The file should still be in XML format, but with an extra APPEND suffix at the end of the file name. Once that's done, you make a directory called data, and put blueprints.xml.append into the data directory.
Zip up the data folder (in other words, make it a zip archive), and change the extension from .zip to .ftl. Then just put it in SMM's "mods" folder and you're good to go.
stylesrj wrote:Take the code from say blueprints.xml and call it blueprints.xml.append
Mod management programs like Slipstream will know what to do. Hopefully.
Thanks for the help.
So if I've made changes to both the resources and the data folder, what would I do then? I'm assuming I'd have to do the same thing with the directory for resources? Can I take both and make them into a single .ftl file or would I need them both be separate?
- stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Resources can be put into am .ftl file. Look at how other mods do it for examples. I recommend Captain's Edition
- 95% Chance
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
stylesrj wrote:Resources can be put into am .ftl file. Look at how other mods do it for examples. I recommend Captain's Edition
I know they can, I'm just wondering if I can use stuff from resources and .xml.append files in the same .ftl file, because one depends on the other for what I'm doing.
EDIT:: Figured out what the hell to do, thanks CE
- R4V3-0N
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
95% Chance wrote:stylesrj wrote:Resources can be put into am .ftl file. Look at how other mods do it for examples. I recommend Captain's Edition
I know they can, I'm just wondering if I can use stuff from resources and .xml.append files in the same .ftl file, because one depends on the other for what I'm doing.
EDIT:: Figured out what the hell to do, thanks CE
You CAN have 2 seperate files that depend on each other or 1 depends on the other.
For instance look at the ship mods that use CE weapons without it on the mod, they require CE but are not in the same .ftl file as CE.
You can also have the same 2 components under the same FTL file however rather that be necessary or not is situational.
R4V3-0N, a dreamer.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Question: Can I make a certain event happen on planets that the game puts the <store> tag on? If so, how?
Context: I'm working on a Super Store mod that basically lets you buy anything by using a choice based menu system. I currently have it set to open at start beacon events (but this is not how I want the finished product as it conflicts with another mod of mine + other reasons). I figured out I can create a store with the <store/> tag, but I'd rather it make use of the existing stores.
Context: I'm working on a Super Store mod that basically lets you buy anything by using a choice based menu system. I currently have it set to open at start beacon events (but this is not how I want the finished product as it conflicts with another mod of mine + other reasons). I figured out I can create a store with the <store/> tag, but I'd rather it make use of the existing stores.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
@earlyraven: If I understand correctly, you are trying to put a thing before the <store/> tag in each of the store events (similar to CE). However, you would have to go into each of the events and edit them directly (using SMM's 1.2 tags for partial compatibility).
- NarnKar
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
You could probably use SMM advanced tags. I don't know exactly how they work, but they go kind of something like (pseudocode here, not functional code):
<find: "<store>"> (I know SMM has a find function, to find specific places where you want to make changes)
<append: event code> (This one, I'm not too clear about; a lot of the past questions on this thread have been event-related though, if you don't mind doing some reading)
<find: "<store>"> (I know SMM has a find function, to find specific places where you want to make changes)
<append: event code> (This one, I'm not too clear about; a lot of the past questions on this thread have been event-related though, if you don't mind doing some reading)
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
ok so im almost finished i need a very big shield though and i dont have photoshop so i cant make also i need a very big floor (just make a giant invisible square for the floor)