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Update Graphical Overmap mod to support buildings from some other mods #36247
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Updating fork
Support for a bunch of additional cabins added a while ago
mods: Fuji_Structures More_Locations secronom Urban_Development
Update generic houses to "color": "light_gray" in order to be consistent with color in Graphical_Overmap mod
You also need to add mentioned mods as dependency for Graphical Overmap mod. |
For me, the Graphical Overmap mod still worked properly even without the mentioned mods active. I'd tested by generating a few worlds with only Graphical Overmap mod enabled and it seemed fine (from the perspective of a non-programmer). Idunno what those extra jsons do if the world isn't generating the buildings from the mentioned mods. That said, I wasn't sure how to handle it, and that's the reason there's a json for each mod in a subfolder in Graphical Overmap, so the player can decide. |
This needs linting |
You can create a separate mods. Each mod would be dependent on both Graphical Overmap mod and mod with new buildings. |
I reset my test world a few more times and managed a world that produces the error for the daycare. Will see if that can get resolved. If not:
This would work, too. Is this saying I would create a new mod for each of the mentioned mods (five, in this case)? For example, "Graphical_Overmap_Secronom" would have dependencies for Graphical_Overmap and secronom? edit: I notice a couple mods aren't mainline, So I guess I'd actually just make three new mods for fuji structures, more locations, and urban development. |
updating fork
This reverts commit c941385.
Add new mods for graphical overmap for fuji structures, more locations, and urban development
Ended up creating separate mods as per ZhilkinSerg suggestion. Secronom and More_City_Locations aren't mainline mods, so I left the updates for those out since they'd have dependency problem if the player tried to add 'em without those mods installed. Applied each new mod individually and all together to test for correct dependencies, and generated a new world five times each to look for error. I tried to clean up my commits but I'm very inexperienced in github (installed the desktop client just now to facilitate usage), so I'll clarify the changes. Sorry for the trouble. |
Trying to clear up check for mods\Graphical_Overmap\overmap_terrain.json
@@ -204,6 +204,118 @@ | |||
"sym": "â", | |||
"color": "brown" | |||
}, | |||
{ | |||
"type": "overmap_terrain", |
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I am thinking you should be using copy-from
and change only sym
(and color if necessary), so other settings would be copied over from original mods.
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I see, it's so I'm not unnecessarily overwriting any changes that authors would make to their respective mods? I've cleaned up the files. Thanks for the feedback.
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Yes, GO mods only needs symbol to be changed, so any other properties would remain intact when copying.
update the three mods to copy settings from parent mods and only replace symbol (and color if needed)
Summary
SUMMARY: Mods "Update Graphical Overmap mod to support buildings from some other mods"
Purpose of change
Some of the mods I use on my savefile add buildings that are not supported by Graphical Overmap mod. Also, the new cabins are not supported.
Describe the solution
Appended the main file to add support for the new cabins. Wrote new files to add support for each of the mods I use: More_City_Locations, Fuji_Structures, More_Locations, secronom, and Urban_Development
Describe alternatives you've considered
Wait for the original author to do it.
Testing
In my current savefile I observed the missing graphics from the overmap.
I copied over the contents of the overmap_terrain files from the affected mods and trimmed out unnecessary information from them, then I went through and changed the "sym": "[code]" for each structure to a logical code referenced from the main Graphical Overmap mod.
example: change all houses from "sym": "^" to "sym": "à"
Reloaded the savefile to confirm that previously missing graphics were now displayed. Created a new world and revealed the map to check for anything I missed and repeated that a few times. Tested with and without the referenced mods. No errors that I can find.
Additional context
This shows the difference with and without the changes on a test world I created.
Before:
After: