Does Modifying Vanilla Things Cause Compatibility Issues?(Solved)

Started by Project 06, October 25, 2016, 02:42:42 AM

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Project 06

I want to add a new category to all raw plant produce in the game. However as far as I know the only way to modify vanilla game things is  to copy it, then add the small bit of information. It seems that this method might cause compatibility issues with other mods that modify vanilla things as well though.

Simulacrum0

different mods cant change the same thing and have both changes in game, last to load is the winner. you would have to make a patch of what you want to change in vanilla and the mod for the same def.

skullywag

Or use some method of injection. CCL allows some areas but nowhere near all.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Project 06

#3
Alright well one way I may be able to avoid modifying the Vanilla raw plants would be if it was possible to have some kind of "or" for costs of crafting items. So for example something could cost wood OR steel, without having to use "stuffCategories". I dont know what injection methods are and they sound scary so I'll avoid them for now. I'm actually not even sure how to add new "stuffCategories", I've tried a bit but the game isn't finding my additions right now.

skullywag

Well there are 2 ways of applying ingredients to a recipe the stuffcost or the costlist. Stuffcost is what you describe above, costlist is specific things. Check core for its usage.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?


Project 06

Oh thanks for that resource kaptain_kavern, i forgot that ingredientfilters were a thing. Turns out PlantFoodRaw is exactly what i needed, avoids modifying vanilla things and gets the job done. Thanks to everyone for the help!