What is your stance on people making content mods?
I think I may have figured out, or part of how to do it (thanks to Notepad++ and some poking around with it) but I'd like to ask just in case anyways. Unsure if I'll do anything with this info, but someone may. I imagine the stance is "If it works, I'm fine with it" but I'd like to ask anyways
The files in question, from what I can tell, are only script.js, and game.js.
Some parts seem to be unused if you look at the game while doing some looking at the text of either one.
However, I've got no idea of how one would go about loading content mods outside of just adding those parts to the end of game.js itself, and swapping versions of it. Perhaps one day there may be the ability to add a .js file's contents in the game itself, even allowing Steam Workshop support too.
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#1 2019-06-11 15:20:36
#2 2019-06-11 17:32:32
So all of the actual game content is in game.js, and script.js contains only the engine code, which is why script.js is identical in My Colony and Antiquitas.
The only barrier to allowing custom mods has to do with the graphics assets, I just have to build a way of making it work. Just altering script.js or game.js will not work because their checksums are verified with the server and altering them will flag your account, so I do not suggest it.
Owner of Ape Apps
Edited by bastecklein on 2019-06-11 17:32:58
#3 2019-06-24 13:33:07
Is the account flag permanent? Can't you just make a temporary flag as "moded" untill its back to Normal so that there's no permanent concequences to content modding?
I am nerdy programmer that happens to like games made by ape apps. At some point in my life I am hoping to start a company and make games.
#4 2019-06-28 15:53:39
It's a chance there is such flagging as modding online can just break the game.
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