Hi!
I was wondering if it'd be okay to fork NRaas mods to make our own?
Specifically, I've been thinking about a ScriptCore core mod lately, since core mods that replace it are so rare, and I really wouldn't want to make people have to pick between ErrorTrap and my mod, I was wondering if it'd be ok to use it as a base for a new mod that'd be up for public download?
Okay to fork NRaas mods? [ErrorTrap]
- LazyDuchess
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- Chain_Reaction
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Okay to fork NRaas mods? [ErrorTrap]
Hello,
Thanks for reaching out. I'd prefer NRaas mods not forked but rather contribute to the release here to keep users confusion to a minimum, reduce conflicts and to forward the code base. Contributions to existing mods should be fairly within reason keeping the original vision behind twallan's work at the forefront and not drastically changing the mods scope. If the project is an entirely new concept then possibly add a module system so users can pick optional functionality (which edits to the mods to support would be welcome), gate features behind optional tuning packages/options or if possible use reflection to make it compatible.
If you have questions let me know.![Smile :)](https://www.nraas.net/community/images/smilies/icon_e_smile.gif)
Thanks for reaching out. I'd prefer NRaas mods not forked but rather contribute to the release here to keep users confusion to a minimum, reduce conflicts and to forward the code base. Contributions to existing mods should be fairly within reason keeping the original vision behind twallan's work at the forefront and not drastically changing the mods scope. If the project is an entirely new concept then possibly add a module system so users can pick optional functionality (which edits to the mods to support would be welcome), gate features behind optional tuning packages/options or if possible use reflection to make it compatible.
If you have questions let me know.
![Smile :)](https://www.nraas.net/community/images/smilies/icon_e_smile.gif)
- LazyDuchess
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Okay to fork NRaas mods? [ErrorTrap]
Thanks for the quick reply!
I would indeed love to contribute to ErrorTrap, if you think this fits the scope? My idea was to add delegates and possibly other functionality to the game's ScriptCore dll, to expand modding possibilities for pure script mods.
The most useful case I can think of would be to add a delegate invocation on Simulator.AddObject, allowing modders to replace tasks, functions, intercept or listen to events that would otherwise require core modding to achieve.
So it wouldn't do anything on its own, but mods may require it if they make use of the new functionality, and the majority of TS3 players already use ErrorTrap anyway. If this is cool I can PR it on Github once I actually get around to it, otherwise I can definitely go the modular way.
I would indeed love to contribute to ErrorTrap, if you think this fits the scope? My idea was to add delegates and possibly other functionality to the game's ScriptCore dll, to expand modding possibilities for pure script mods.
The most useful case I can think of would be to add a delegate invocation on Simulator.AddObject, allowing modders to replace tasks, functions, intercept or listen to events that would otherwise require core modding to achieve.
So it wouldn't do anything on its own, but mods may require it if they make use of the new functionality, and the majority of TS3 players already use ErrorTrap anyway. If this is cool I can PR it on Github once I actually get around to it, otherwise I can definitely go the modular way.
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Okay to fork NRaas mods? [ErrorTrap]
Sure that sounds fine with me.LazyDuchess wrote: ↑May 8th, 2023, 3:04 pmIf this is cool I can PR it on Github once I actually get around to it, otherwise I can definitely go the modular way.
![Smile :)](https://www.nraas.net/community/images/smilies/icon_e_smile.gif)