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Mods / Re: The Nomads (0.8.1)
« on: September 17, 2013, 12:07:43 PM »
How exciting! One of my favorite mods from my childhood.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
public class vfleet_CoreCampaignPlugin extends BaseCampaignPlugin {
public String getId() {
return null;
}
public boolean isTransient() {
return false;
}
public PluginPick pickInteractionDialogPlugin(SectorEntityToken interactionTarget) {
if (interactionTarget instanceof PlanetAPI) {
return new PluginPick(new vfleet_PlanetBuildStationDialogPlugin(), PickPriority.MOD_SPECIFIC);
}
/*if (interactionTarget instanceof OrbitalStationAPI) {
return new PluginPick(new OrbitalStationInteractionDialogPluginImpl(), PickPriority.MOD_SPECIFIC);
}*/
/*if (interactionTarget instanceof CampaignFleetAPI) {
return new PluginPick(new FleetInteractionDialogPluginImpl(), PickPriority.MOD_SPECIFIC);
}*/
return null;
}
}
The biggest thing I'm worried about is the structural changes: mods can now be turned on and off, store their own data, don't use a generators.csv or mod_info.json. All the old mods are going to be broken and it'l probably take a month or so for supported mods to catch up. The new features will get slowly added, but for a little while (like 2 hours before LazyWizard shows us how its done lol) .6 is gonna be vanilla only.I'm not even gonna bother updating anything but Fleet Control at this point, and that's getting a rework. Again.