Multiverse open for uploading mods

Freeform discussion about anything related to modding Transcendence.
george moromisato
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Tue Sep 05, 2017 4:57 pm

0xABCDEF wrote:
Tue Sep 05, 2017 4:46 am
There should be a way for people other than George to review submitted mods in case he is too busy to check them.
Absolutely. I'm working on setting that up, but it needs a bit more core on the Multiverse.

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Commonwealth Pilot
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Tue Sep 05, 2017 11:09 pm

There should be a built-in way to request and assign UNID spaces for modders. This would save the work of having to check the UNID database every time an extension is submitted.

Multiverse users should also be able to directly download any extensions they have in the Collection.

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	(gamEnd Nil "encountered an unexpected error")
-Command Screen Library: RTS in a dockscreen
-Extended Justice: A safer Commonwealth for all
-Playership Bones: Revisit your old ship wrecks!
-Please help out our official Documentarist (me) by editing the wiki

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Fleet Admiral
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Wed Sep 06, 2017 4:20 am

Ok, let's summarise this so it can be ticketed at some point. We need, in no specific order:

1. Ability to download direct from the multiverse website (so download the TBD, then add it to the game manually to bypass the slow in-game DL)
2. Ability to delete a multiverse mod from an install
3. Per-mod update settings so we can block a mod from updating if we want to
4. Clarification on if "collection" folder should still be used or if Extensions should be repurposed in 1.8 for non-"official" (ie. Core and Expanded Universe) multiverse items as well as loose XML like it's always been used for
5. Moderation systems for multiverse
6. Moderators to use said systems (not me please, I do not have time for it)
7. Comment systems, ranking, etc.
8. Automatic request-and-grant system for UNIDs.
9. Maybe automatic checking of UNIDs before upload (NOTE: This would require a good way to handle co-operative projects like SNAPSS)

Anything else?
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Wed Sep 06, 2017 2:33 pm

This is great ! Thank you George for this !

However caution might be necessary, automatic updates, as they are implemented now might break save games runs, if a modder updates their mods in an incompatible way, causing the current save game run to not load anymore.

The simplest solution would be to have an ingame confirmation "this mod is ready to update, click here to update"

The other solution is to have each savegame to secure a copy of the mods running with it. The game will self update like now, but the savegame will run the mods with the right version. (I'm not a real fan of this as it might create even more problems)

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Militia Captain
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Sun Sep 10, 2017 11:52 pm

I think long-term we should consider a group that can repair or maintain obsolete mods, making just enough changes to make it playable again. This could be done to keep very old mods playable and compatible with newer extensions, as an alternative to just taking the entry off the catalog completely.

It might be too much to maintain every mod, but if there's a very popular mod, like Playership Drones for example, and PM disappears/stops updating, it would be great to keep it running.

I know you've mentioned importing mods from Xelerus too, in which case this would be immediately vital, since many mods there don't function at all anymore.
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Tue Sep 12, 2017 9:17 pm

I think long-term we should consider a group that can repair or maintain obsolete mods, making just enough changes to make it playable again.
I'm volunteering for this role.
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

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