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chickenmonger

1.06 Updates

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From: http://store.steampowered.com/news/externalpost/steam_community_announcements/522743866602287604

* Mods can now be loaded via ZIP files from the Mods\ subdirectory of the game's install directory. Each ZIP is loaded as a simple virtual file system which can contain directories that mirror the main game scripts and override their behavior. A file called "init.lua" in the top level of each ZIP's directory structure will run when the mod is loaded, allowing you to perform any needed initialization. See the MyDemoObject.zip there for a simple example mod, which adds a new buildable object with its own artwork.

* Arrow keys now pan view same as WASD keys.

* "show_hints" flag added to bootconfig.cfg, set it false to disable the Hint system entirely.

* Fixed: Unsuited citizens in a vacuum don't enter "sucked into space" immediately.

* Fixed: Turrets don't spawn in derelicts and docking ships as intended.

* Fixed: Various UI issues when resizing game window.

* Fixed: Held weapons don't appear correctly on spacesuited characters.

* Fixed: Research datacubes don't display properly.

* Fixed: Ships dock onto pending construction.

* Fixed: Base Seed Pod can start encased in an asteroid.

* Fixed: Turrets don't display properly when scanning for threats.

* Fixed: Raiders kill people imprisoned in brigs.

* Fixed: Ship engines don't sort correctly with nearby walls.

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* Mods can now be loaded via ZIP files from the Mods\ subdirectory of the game's install directory. Each ZIP is loaded as a simple virtual file system which can contain directories that mirror the main game scripts and override their behavior. A file called "init.lua" in the top level of each ZIP's directory structure will run when the mod is loaded, allowing you to perform any needed initialization. See the MyDemoObject.zip there for a simple example mod, which adds a new buildable object with its own artwork.

23138-excellentjpg-zryq.jpeg

Thanks for the heads up on the latest what's new as usual for those of us who don't go over to the Steam forums. :)

This is exactly what I've been waiting for. Time to head off to take a look.

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since it's replacing the whole file a.k.a. loads the mod with priority over the standard files, we can't simply write add ons, but have to mirror the whole file or write a dependance (that would be mirrored for all mods loaded) in the mod to load the standard files?

Not a good system, imo.

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