Modding/ModdingUpdates

From NEBULOUS: Fleet Command Official Wiki

Some game updates have had changes to the game that Lys felt were worth extra notification for modders. This is a list of them verbatim.

0.3.2 UI

The newest main branch patch is now live. The version number for this patch has been incremented from 0.3.1.20 to 0.3.2.21. Because the third number has changed all mods will now be marked as not being compatible with the current version. People will still be able to load your mods, but this is to indicate they are taking on a risk. I felt it necessary to do this because there are several mods which modify the UI, the structure of which has totally changed, and some which modify maps in memory which has also changed. Sorry for the inconvenience, but unless you fall into one of the two categories above all you should need to do is update your game version in your ModInfo.xml and push an update

0.3.1 Nameplates

As you probably all know by now there is a new decaling system in the game for ship nameplates. This system is much more performant than the old system and greatly reduces texture memory consumption, allowing people with lower-end video cards to enjoy seeing their ship names finally. It also speeds up loading times significantly.

The old system will remain in the game for the foreseeable future but should be considered deprecated and not used for new hulls.

If you intend to port to the new system, @Stephmo (He/they) and I have compiled two guides for each side of the process and they are available here: https://drive.google.com/file/d/1AAJWQ-AWJKRRUlt2F3MdJJeLELKQ6w5j/view?usp=sharing

We'll both be available to answer questions if you are struggling.

0.2.2 Modular Missiles

The Modular Missiles Update is coming out tomorrow morning. The game's minor and patch version numbers have incremented to 0.2.2.x. Starting tomorrow, all mods will be considered "out of date" by the mod manager tool.

The good news is that the majority of content mods such as maps and weapons should not need to make any changes to their mods. However, you will need to re-upload the mod to the Steam Workshop (after verifying that it works) so it no longer shows as out of date. When a mod is uploaded to the workshop, the game edits your ModInfo.xml to include the first three numbers of the version it was uploaded with. Mods uploaded before today will show Game Version: 0.1.0, and thus be marked as old. Re-uploading will update this version number.

If your mods involve anything relating to missiles or missile launchers, odds are you have some work ahead of you.

To my knowledge, Hull mods will work without changes. However, there are a few new features which you can modify if you see fit: - On the Hull script:

   - Interior Density Armor Equivalent, default value is 1cm of armor per 1 meter of interior travel.
   - Stat hull-missilechannels.  If you want your hull to have more than 1 base channel, add an intrinsic modifier to add a number of channels (use the literal field not the percentage modifier as these are whole numbers).
   - Stat hull-missileprogspeed.

Finally, I'm really amazed by how quickly our modding community has grown and want to thank you all for all the amazingly cool stuff you're adding to the game. Now that this major update is almost behind us, we'll be shifting back into more regular minor updates every few weeks as we did before. The first of these updates will be additional support for mods including a better faction locking management system so you can finally make a true faction without having to remake every weapon.