Hmm, I was just wondering if this would be good advice, especially for ship mod makers:
Put all of your resource definitions like <Image> in one mod file, and all of your game data in another mod file. That way, if someone wants to make a patch to your mod data (to make it work with a new game version or to make it work with a new mod like playership drones), they don't have to worry about making their file end up in the proper relationship to your grahpics files, because the graphics entries won't probably ever need to be changed.
Interop: Split Resources into Seperate Modlet?
- Star Weaver
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We could add this to the Xelerus procedures on the wiki, but nobody even follows them :/
Tutorial List on the Wiki and Installing Mods
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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that is because we are all perfect until we find our stuff in the broken Mod sectionRPC wrote:We could add this to the Xelerus procedures on the wiki, but nobody even follows them :/

Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
- Star Weaver
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- Location: . . . between the stars and the warm black sky . . .
Also, interoperability stuff is often a little extra step beyond just 'make good looking, clean code that works on the current version' ... sometimes not much of a step, some things are just like, one line changes that let other mods add data to yours, but it's still a thing you have to know about and then do ...