Auto Resource Redux


Automatic resource distribution between machines - for RTS like/combat focused gameplay

Overhaul
7 months ago
1.1
525
Logistics Cheats

i Nullius Support?

9 months ago

Hi Samarara,

would it be possible to include Nullius support, even if its a separate mod?

Many Thanks

Quote from Nullius mod FAQ
"
How do I port a mod for compatibility with Nullius?
Support for Nullius doesn't have to be added in Nullius itself. It can be added by the other mod that you want to be compatible, or by a separate third party compatibility mod. Regardless of which mod adds it, the process is almost identical. The main difference is what mods you check for to conditionalize the changes. Within Nullius you check whether the other mod is installed before making changes for it, whereas in that other mod you'd check for whether Nullius is installed instead. In a third party mod you could check for both, unless they're prerequisites.

The main things that need to change for most game content mods are techs and recipes. Techs need to use Nullius research packs for the research costs and Nullius techs as prerequisites. You can't craft vanilla research packs or research vanilla prerequisites, so without this porting the modded techs won't work. For recipes, you need to change the crafting category (see Nullius recipes for examples), and make sure all the ingredients are things that actually exist in Nullius, since many vanilla items either don't exist or may not be appropriate because of where they exist in the tech tree. You will likely want to change the subgroups of items since most things are moved around in Nullius.

To mark these techs and recipes as compatible and avoid having them hidden, set the order or name field to have a "nullius-" prefix. If you are overriding just certain fields, then the order field is probably what you want to change, whereas if you are adding a new version of the tech or recipe entirely then you may as well set the name prefix. You can see many examples of other mods that have been ported for Nullius using both approaches in Nullius's code. In prototypes/mods.lua you can see separate versions of techs and recipes being declared in the data stage. In prototypes/override_mod.lua you can see existing techs and recipes having their fields overridden in the data-updates stage. Generally, either approach will work, but one or the other may be easier for a given mod.

If you've added Nullius compatibility to your own mod, let us know, so it can be considered for adding to the list on the Information tab or possibly included in one of the official mod packs."

8 months ago
(updated 8 months ago)

Seconding this support request.
ARR is like 90% of the way to being fully functional, imo.
Console'ing in the sinks and requesters works around most of the issues.

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