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Quick Modding - Is this a bug or a feature?

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5 years ago
So I was messing around with the new feature, it's quite fun.
After making a large amount of changes to one unit, I moved on to another. It was working just fine, I tried it out and it worked great. But after modding that unit a lot, it wouldn't accept the changes in the experimental tab where you input the Base64 code.
I'm assuming there's some sort of character limit, and after deleting some characters directly from the Base64 code it accepted the changes. I hope this gets fixed, it's quite a nice feature and it would be a shame if it stays limited like this.
+0 / -0


5 years ago
I'm glad you like it. I don't want to extend quick modding too far because it is meant more as a stopgap for small tweaks, and besides, it is fairly hacky. I was able to encode an entire unitdef with it when I last tested. Can you pastebin your changes and link it here so I can see what sort of size you're talking about.

I may be able to increase the input limit. In the meantime you may want to check out less-limited modding: http://zero-k.info/mediawiki/index.php?title=Mod_Creation
+2 / -0
5 years ago
Here are the changes I made, thanks for the modding link, I'll be sure to check that out!

https://pastebin.com/sFyzh7pc
+0 / -0
5 years ago
I also found this character limit, it's more of a problem when changing lots of units a small amount.
+0 / -0


5 years ago
You should be able to enter that if you remove all the whitespace. I'll check the limit on the modoption box.
+0 / -0

5 years ago
Keep quick modding kind of gimped so large quick mods become feats and slow mods stay preferable for big mods.
+0 / -0