Cargo Ships-fork-settings deprecated

by Pumec

Adds cargo ships, oil tankers, deep sea oil rigs and other ocean based content

Content
a month ago
2.0
66

g Mod title

a month ago

Hi, sorry I haven't merged your PR yet. I'll get to it soon.

Would you mind changing the title in this mod's info.json to indicate this is a fork?

Also you didn't need to fork graphics, unless you changed something else there too. You can just have your fork depend on the main graphics package at a specific version.

13 days ago
(updated 13 days ago)

I implemented the setting on the main mod now, hopefully that works for you.

BTW, I know a lot of people fork mods when they want to tweak a parameter that isn't available in a setting, but it can cause problems for the maintainer if people download the wrong one or try to load two forks at the same time. It's much cleaner to make a tiny mod that depends on Cargo Ships and changes the one value you want to tweak.

10 days ago

hello yes today we changing mods on server then i will remove forked mods

10 days ago

marked as deprecated

10 days ago
(updated 10 days ago)

Also you didn't need to fork graphics, unless you changed something else there too. You can just have your fork depend on the main graphics package at a specific version.

as you have circular dependency i must fork also graphic mod

make a tiny mod that depends on Cargo Ships and changes the one value you want to tweak.

did not know thats possible, will look on it next time

10 days ago
(updated 10 days ago)

Good point! The graphics mod doesn't need a dependency at all. I'll take that out in the next version.

Yup, in the Data phase every mod can modify every other mod's prototype properties. It makes it very easy to change both base game entities and modded entities. Sometimes you can break something in the other mod, but most of the time it works fine.

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