Stars in Shadow Modding Support
Posted: Tue Nov 07, 2017 2:52 am
See this page for a primer: http://stars-in-shadow.com/modding.html
https://stars-in-shadow.com/forum/
The DLC doesn't change any of the game's Lua files. (Tinkers can appear as AI factions for players without the DLC -- so all the Tinker-specific scripting has actually been included as a part of the base game, since the DLC launched). Thus, as long as what you're packaging is a mod of content in the Lua state\ subdir, you should be safe to distribute your mod to both DLC and non-DLC players, without causing any compatibility issues.akkamaddi wrote: 1) I have the DLC. So, files I package will be +Legacies files. Obviously I am only packaging limited files. Would this be an issue? If so, I would I get a set of base game files? (I'm designing it to make it easy to merge the data into existing game files, with the explicit suggestion everyone do so, so that the player gets the content whatever latest version of whatever they have. I just want to know if posting DLC-inclusive files is a no-no.)
As a practical matter, we don't really have much ability to 'vet' player mods, mods are currently shared direct from player to player, and that means it's difficult for us to police mod content. That said, I'd strongly encourage any modders to include a CREDITS section in their mod docs that gives attribution for any third-party content. (And If/when we get a steamworks modding community or something similar up and running, that "strong encouragement" may well become a true requirement.)akkamaddi wrote: 2) I'm trying to put together an attribution file for the public domain images from which I have taken pieces. (If you don't require this, you may want to do so for your own protection.) I'll also include a "SiS isn't mine" statement, but is there anything you specifically require for legal reasons?
It's slightly awkward, but I believe you can callharpy eagle wrote: It would be really nice if enemies() could accept an empire as an argument, so you could do things like call enemies(ship, current_side())
Code: Select all
Battle.enemy(ship.empire,current_side())