Modding:Options: Difference between revisions

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[[Category:Script Modding]]
[[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>.


Options are not natively supported by the game for conditionally enabling or disabling behavior in XML. For example, there isn't a way to configure the game only to merge into an object's blueprint if a given option is enabled. For one possible solution to this problem, check out the [https://github.com/kernelmethod/QudMods/tree/main/SubmoduleManagement submodule-management] mod.
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.


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{{Modding Navbox}}