![]() Assets being anything beyond the base mod directory's modmain, modinfo, modicon files. Assets cause a to fail with unpack(arg), arg undeclared, for one. Mods without assets seem to be the ones likely to run.Mod crashes without console log info might be avoided by testing them with a new game, not loading into an existing one.Haven't seen mention of the debug CTRL+R or c_reset() I found googling. My initial attempts to enable in-game reloading of scripts have failed.I've been failing to get popen / lfs things to work. If you can have a discover mod directory names on its own, go for it. TheSim:GetModDirectoryNames() fails due to presumably looking in the wrong location.Status Values (numerical values under status UI elements, player temperature)įrequent Autosave (four times a day instead of once)Ĭhester, Glommer non-targets (both no longer targeted by enemies)įor others who may want to improve on this: The console log can now be toggled with R3.ĭisplay Food Values (shows what items provide when browsing inventory) Dirty, I know, but it's been rough often having no debug info and simply crashes. The names of mod directories currently need to be manually added to /scripts/a in two locations, around lines 126 and 166. You can manually change them in each a file. Individual mod configuration options are currently unable to be edited in-game. ![]() Combined Status fails, for instance, so there's still work to be done. Also, the nature of the game's files means there's a lot of room to fix bugs. This is a rough, partial re-enabling of mods. The game files are mostly as found on PC. ![]()
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