FAQ
My mod manager implements game specific functionality. How can I migrate this to R3?
Tip
Port the runtime functionality to a Reloaded3 Mod. Then simply import/export a mod config when you load/save from the Manager.
We will use HedgeModManager's Codes
system as an example.
HedgeModManager has a codes system that allows users to write short scripts using C# which modify game behaviour. This is intended for 1 liners for which writing a full mod would be overkill.
In HMM when the game is ran, the loader loads the .NET (Framework) runtime, pastes the enabled codes and compiles them using Roslyn, the C# compiler. The logic to load the framework and start code compilation is directly tied to the mod loader.
To cleanly port this to Reloaded3, you would:
- Wrap the Codes Compiler in a Reloaded3 Mod.
- Export enabled Codes as Codes Compiler Mod Configuration.
- Have Mod Manager Auto-Enable Codes Compiler Mod if any Codes Enabled.
It is not as much work as you think 😉.
With those changes, now:
- Everyone can now use
HedgeModManager
's code system with any game. - The user experience for
HedgeModManager
users is unchanged.
Note
Of course this is only an example; circumstances may be different depending on feature.
My game requires that mods are merged.
nya~