Modding:Options: Difference between revisions
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Add beta content, update kernelmethod's mod link to gitlab |
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[[Category: | [[Category:Modding]] | ||
[[Category:Modding - Miscellanea]] | |||
{{Modding Info}}{{Modding Topic Prerequisites | Modding:C Sharp Scripting}} | {{Modding Info}}{{Modding Topic Prerequisites | Modding:C Sharp Scripting}} | ||
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=== Enabling and disabling XML === | === Enabling and disabling XML === | ||
{{Betamoddingcontent}} | |||
Options can be used to conditionally enable XML using the [[Modding:Mod_Configuration#Directory_Structure|Directories]] array in the mod's <code>manifest.json</code>. | |||
For a solution that works in the stable version of the game, check out the [https://gitlab.com/kernelmethod/qudmods/-/tree/main/SubmoduleManagement submodule-management] mod. | |||
==Type Errors== | |||
If <code>Options.xml</code> contains a syntax error, it will be listed in the <code>Player.log</code> as normal. However, type errors are only evaluated on opening the in-game options menu. The menu will fail to open and you'll see an error in the <code>Player.log</code>: <code>---> (Inner Exception #0) System.FormatException: Input string was not in a correct format.</code>. If you save the game without opening the options menu, this erroneous value will then be stored in <code>PlayerOptions.json</code> and, because those values are only regenerated on close of the options menu, you will need to manually edit and correct the file. | |||
{{Modding Navbox}} | {{Modding Navbox}} |