Modding framework updates
Author: Six Letters On Necessity,
published 4 years ago,
In case you missed it, as of 7th August we now have an improved modding framework and also STEAM WORKSHOP INTEGRATION - on the beta branch only.
It's on the beta branch because I'm still adding features and fixing bugs. There have been a couple more patches since the 7th, mostly to improve localisation support. There's a couple of other bits, though...
v2020.8.a.3; 'The Bottled Ink'
- available languages are now specified by the 'culture' entity in /core/cultures - which you can mod by adding a culture entity to your json.
- 'culture' also specifies UI labels, so you can add them for a given localisation
- you can also specify which base font script a mod will use - Latin, cyrillic, or 'cjk' for a font which should support Simplified Chinese, Japanese and Korean. This is pretty primitive and you're out of luck if you want to localise into e.g. Arabic. I'll update if there's any demand for that.
- in response to modder pleas: it is now possible to have the same entity id specified twice in two different mods (or in the same mod, if you're being weird). Specifying an entity id in a mod for an existing entity will merge-overwrite the two, with the mod values taking precedence. This is also how mods will now affect existing entities. NB, then
(a) if you want to remove existing values from a core entity, specify an empty string or dictionary [I'm much happier with this, because it makes altered behaviour explicit]
(b) you no longer want or need to use 'extends' to build on an entity with the same id - just merge-overwrite it.
v2020.8.a.2; 'The Correspondence of Origin'
- updated to latest major version of Unity
- /images/ui added to modding framework. You can now use tablecoverimage:, tablesurfaceimage:, and tableedgeimage: on Legacies to customise table appearance.
- Fixed Chinese loc
- Fixed Chinese and Russian slot labels, which were showing in English
- loc files renamed to loc_[culture]
- loc files are now loaded *after* mods - so if you've extended an entity in your mod, any relevant loc will still apply to it
- you can now add loc files to a mod (or create a mod consisting only of loc files) - just add loc json files to loc/loc_[culture]
v2020.8.a.1; 'The Solution of Memory'
- substantial code rewrite; there may be odd bugs.
- mod framework rework and upgrade
- Steam Workshop integration, styled as 'The Invisible Serapeum'. (GOG players: the mods will work if you install them locally.)",
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More on modding Cultist:
https://weatherfactory.biz/daybreak-in-the-invisible-serapeum/
https://steamcommunity.com/app/718670/discussions/1/2800629075194099834/