As requested: You can now use addSquad in the same way as addSquadTrue. There's also a few new API functions.
Haven wrote:Hi! Thanks for your work so far. I've been a huge fan of FTL and the amazing mods that have been put out for it, and I'm excited to try my hand at modding (for the first time) with ITB.
I see your sample mod's .lua files seem to contain only additions to existing files; is there a way to replace existing sections of .lua files? I was hoping to get my feet wet by rewriting/expanding the dialogue options in text_population.lua to add a little more variety (since the existing dialogue gets recycled so quickly), but that would seem to necessitate replacing the existing lines. I'm seeing "modApi:overwriteText" in your mod's init.lua file; would I use "PopEvent" (the relevant section in text_population.lua) with that function to specify replacement of the existing dialogue?
There's now a function addPopEvent which let's you add new lines for the civilians. There's also addOnPopEvent which lets you make them more complex, i.e. the base game replaces instances of #squad and #corp with the squad name and the corporation name and this lets you add other similar behaviour. I can upload an example mod if you're still interested.
The mod now also keeps track of mod settings in the savefile and reloads the mods with them whenever you press load game. Doesn't mean much since we can't actually configure mods but hey it's better to be prepared. At the very least it could be useful if you decide to do version control.
tom_gamebanana wrote:Any chance you would consider adding web browser integration so the manager can launch out of the browser? We have integrated about 10 mod managers at gamebanana.com which launch from custom protocol handles (eg itbmm://) and pass mod download details to the application (e.g itbmm://[downloadUrl],[name],[author]). It's a huge benefit for fans - makes it more convenient for existing mod users and makes modding available to a huge amount of additional gamers who would normally never install mods (either couldn't be bothered learning how or don't feel competent enough or are scared they'll break something etc...). Would be sweet to have...
GameBanana also has an API you can call to get all kinds of additional info on the mod being installed.
If I understand correctly, that would require me turning the mod loader into an exe. Right now it's a bunch of scripts which extend off the base game, which might not be the most convenient way to do it, but I'm actually trying to emulate what it would be if the game had official mod support and mods were downloaded from the steam workshop. ITB is a young game, lets hope the devs show the modding community some love.
I'm Cyberboy2000, known as a modder and community leader of Invisible Inc.
I'm using this old account because I've been unable to get any verification email for a new account. Help with changing my name would be appreciated.