I can only add the msgpack support, the mods will have to be fixed/converted to the same format. Now that I think of it, what format is that going to be. The gui version makes the mod configuration file optional and relies on file name matching. So when modifying a msgpack file, are you supposed to write the mod as json? As msgpack? Writing raw msgpack doesn’t seem user friendly. The boundless msgpack is different too, so which format should the mod manager expect, the boundless msgpack or vanilla msgpack. Or is it going to apply the json format to the msgpack? I have no idea which route is the correct one.
So I guess the gui won’t support msgpack until that’s figured out
My suggestion would be to have the mods provide the JSON representation, decode the game’s msgpack and compare it with the mod’s file. Then apply any changes and repack into boundless’ msgpack format.
I’m happy to try and fix some mods whenever I get the time
i have looked at the files in here, the protection is obsolete i think, the description are referencing from before teh update to atmosphere planet.
I.E
"Increases Caustic Atmosphere Protection by $[STYLE(${ATTRIBUTE(Atmosphere Protection Caustic)},1)] which increases the time you can spend in Caustic Atmospheres before taking Damage.\nLush, :#9e3dd7:Corrosive:#ffffff:, :#3c9828:Toxic:#ffffff: and :#a75146:Umbris:#ffffff: worlds.\n1/5: Circarpous I\n3/5: :#9e3dd7:Besevrona:#ffffff:, :#3c9828:Flan\n:#ffffff:4/5: :#9e3dd7:Norkyna:#ffffff:, :#3c9828:Shedu Tier"]
’ which increases the time you can spend in Caustic Atmospheres before taking Damage ’
Should be something like allow you to take no damage from the atmosphere.
Maybe you aren’t who created that mod and i apologies if so.
Yeah, I didn’t make it unfortunately, just made it function. Seems like a few of these mods might be outdated, but if they aren’t used I guess that doesn’t matter
Adding numbers to the color requires editing of itemcolorstrings.dat.
I am currently working on that. Already understanding most important parts of that file and started to edit it now.
Curious question here…why are so many fixated on the gleam code identifier number on the server? It’s not useful in the game, on the front end. Wouldn’t it be better to include the hex code of the given color - which can be used in game to match/sort the gleam?
I started it this way because I use the JSON data from the Exos when I am gathering and it provides the color number. Not having the tint color in game is not a game breaker, but having it sure does make for less searching in my google docs for which color is which number.
Thank you so much for doing this. I looked at the file and gave up pretty quickly! The space between the numbers is no issue at all for me as long as the number is there so thank you!
Happy to help, should say that what I did was simple and relied completely on the previous work by @willcrutchley , @Mayumichi and @Simoyd (and likely others). I just used their tools to fix the file.