Checking Compatibility

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Bonnie Lass
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Joined: Sun Apr 21, 2013 6:16 pm

Checking Compatibility

Post by Bonnie Lass »

How can you tell if two mods are compatible or not?

If two mods have, say, data\blueprints.xml.append, does that mean they have an incompatibility?
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kartoFlane
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Re: Checking Compatibility

Post by kartoFlane »

There's no easy way to tell - mods can be comptaible even if they replace the same things in the same file, though it will of course alter their functionality (you could, for example, change the ships or weapons available in Infinite Space or Drones+).
More often than not, though, two mods overriding the same blueprints will end up not working as intended.
Superluminal2 - a ship editor for FTL
DryEagle
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Joined: Thu Oct 04, 2012 11:17 am

Re: Checking Compatibility

Post by DryEagle »

Almost every mod will have a blueprints append file.

What you need to do is open them up and see if any of the blueprint entries in the file have the same name.

E.g. if you have a weaponblueprint called "mega ultra laser" this will not conflict with a "super hyper laser" but will overwrite any other "mega ultra laser" in another file, if it is loaded later.

For ships, the overrides are based on which player ship they are replacing.
All ships I have created include custom weapons, graphics etc:
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Bonnie Lass
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Re: Checking Compatibility

Post by Bonnie Lass »

Someone should make a tool that checks for conflicts...
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kartoFlane
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Re: Checking Compatibility

Post by kartoFlane »

Well, frankly, there'd be far less conflicts if GMM could merge multiple blueprint lists with the same name into one.
Superluminal2 - a ship editor for FTL
DryEagle
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Re: Checking Compatibility

Post by DryEagle »

karto I think the problem is when you get 2 things which are meant to overwrite the same part of a stock file, that's the conflict. In that case it will be resolved in order of loading, i.e. the last-loaded file will overwrite any previous ones. This is fine except if you want to play mutually-exclusive mods together, but there isn't anything that can be done about that.

E.g. if you have 2 mods which both separately change upgrade pricing on certain ship systems. There is no way to 'merge' these, the last one is the one that will apply.
All ships I have created include custom weapons, graphics etc:
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kartoFlane
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Re: Checking Compatibility

Post by kartoFlane »

That's why I said blueprint lists.
At worst you'd have one mod loading weapons, ships or events from another, but that's about it.
Superluminal2 - a ship editor for FTL
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