Separate names with a comma.
Remember that the IDs for custom blocks (e.g. used in the ReforgeEden scenario) can be different from one savegame to another. These would have to...
Die Datei liegt in der Hoheit des PF Servers, da hat die Mod keine Verbindung zu. Dazu kommt das ein PF Server mehrere Playfields bearbeitet und...
Here is a 'small' example - change the door lockcode dynamic in the "Lost Colony" [MEDIA]
ElevatedGroups are also allowed to use commands that are otherwise only reserved for savegame scripts. For example "create" items in boxes.
At the moment it doesn't work with the new galaxy - I'm working on it. The characters are / and \ but in a json text the \ must be escaped as \\
It's not about your mod but the statement that you can simply run the game in coop to get the mods to work. this is only true for API1 mods but...
Let's see ... I'm slowly starting to have fun dealing with the "Pathfinding Algorithm" - maybe give me 1-2 weeks ;-)
For example, my scripting mod has the setting ModTargets: PfServer,Client because it hast to be work on single player settings and server...
for example my scripting loaded by the dedicated coop AND the client that runs on this computer - so two instance of this mods ar doing the same...
- ElevaedFactions can defined in the configuration.json
Do I understand you correctly that the API1 mods in the "SP" work when you start a co-op game and play there alone? ok, i try it and it works...
A "problem" with the API2 is that some functions only work under certain conditions and you have to specify in the mod where it is loaded (None,...
With [Win]+[G] you can start the build in Windows 10 videocapture software - works fine for games
You have to read the "custom" mapping from the blocksmap.dat file in the savegamefolder (if there is one ;-) ) these are the ingame IDs for the...