So, the mod manager I've been working on is now somewhat usable. Figured it'd be useful to post a preview version to get some feedback.
It already includes some nifty functionalities, like unpacking/repacking of the game's resource.dat (outside of patching mods), automatic detection of stale backups when the game gets updated, and loading of previously selected mods.
You can download it here:
https://www.dropbox.com/s/itx0bvih80lje ... r.zip?dl=0 (you'll need Java 8 to run it. Once you have that, you can start the manager via "java -jar modman.jar" in commandline.)
(github repo here:
https://github.com/kartoFlane/ITB-Mod-Manager)
.
Like I mentioned in my post earlier, this program is heavily based on SMM, which is the manager used for FTL. While SMM has .ftl files, this one uses .itb. An .itb file is simply a renamed .zip with a specific file structure. I did include some test mods, though they don't contain any modded content, just metadata to allow me to test the manager's functions. Anyway, they roughly illustrate how .itb files should be structured.
The root of your .zip file should contain one, multiples of, or all of the following folders:
img
fonts
audio
maps
scripts
mod-appendix
Any file in
img/ and
fonts/ is automatically put into the resource.dat, into the appropriate directory.
Handling of
audio/ is not currently implemented, so these files are ignored.
Any file in
maps/ is put into the
maps/ folder in the game directory.
Any file in
scripts/ is put into its own subdirectory named after the mod, inside of
scripts/mods/ folder in the game directory. Example:
mymod.itb/scripts/myscript.lua goes into
scripts/mods/mymod/myscript.luaAll scripts are automatically added to scripts.lua, appended after the game's own scripts, first in the order the mods installed were in, and then in alphabetic order for scripts from the same mod.
The
mod-appendix/ is a special folder used to store metadata about the mod. It is not patched into the game.