Default Types v1.0.0.5 LS25
Default Types v1.0.0.5 LS25
v1.0.0.5:
- Updated the way defaults are loaded, should be more efficient now
- Added a check for double registered fill types
- Minor bug fixes
This is a little addon that changes the way fill types and fruit types are loaded. Normally, xml files from the game install folders load first, then the map information is loaded and added to those existing entries.
This allows map makers to make their map configurations the base configuration, bypassing the game install files altogether. This allows for more flexibility and control when setting up map types, and also resolves some issues that can come from appending to existing entries.
Activating is as simple as copying the xml file(s) you want to use as the new base into your map, and use the thDefaultTypes key in your map.xml file. Examples are included in the sdk folder of this mod.
Currently supported:
- maps_fillTypes.xml (fill type configuration)
- maps_fruitTypes.xml (fruit type configuration)
Activating is as simple as copying the configuration xml file(s) from your game install folder to your map, then using the thDefaultTypes key in your map.xml file. Examples are included in the sdk folder of this mod.
Examples:
<fruitTypes filename=”path/to/maps_fruitTypes.xml” thDefaultTypes=”true”/>
<fillTypes filename=”path/to/maps_fillTypes.xml” thDefaultTypes=”true”/>
Also, and this is just the vanilla load process, when you specify an external filename (i.e. maps_fruitTypes.xml or maps_fillTypes.xml”) you also have to copy all related information from your map.xml to the file you specified as well. The game, by default, loads from either the file you specify -or- the map.xml not both.
For example, everything in the <fruitTypes> section (other than the filename pointer and thDefaultTypes key) would need to be copied to your map embedded maps_fruitTypes.xml file. In addition, things normally found in maps_fruitTypes.xml like <fruitTypeCategories> would need to be copied from your map.xml to your maps_fruitTypes.xml as well.
Finally, the $data filename constant does continue to work as far as I can tell. You don’t have to copy over all foliage and textures files or anything like that. Just the main configuration xml(s) and go from there.
Note: This also addresses the current fruit type double registration issue when trying to change vanilla fruit/fill type values. Double registrations will show a warning and try to self correct if this mod is enabled. You do NOT need to edit a map for this functionality. This is enabled just by activating the mod.
Credits: ThundRFS