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Just taking my mods for a walk
Just taking my mods for a walk




just taking my mods for a walk

Those marked 'unofficial' have an unofficial update on the compatibility list, so players can use them now while the authors are reviewing the updates for official release.īesides those, many others now have a working alternative or workaround see the compatibility list to look up specific mods. Here's a list of the mods I updated this week (some with other improvements and fixes). Out of 386 mods, 29.8% are now compatible or have a working alternative (up from 15% last week). This week I focused on finishing SMAPI 2.6 beta, improving the code analysis modders will use to update their mods, and updating mods so they'll be ready on day one of the beta.

just taking my mods for a walk

Honestly, I should have everything back up and running within an hour of Content Patcher being updated. The unofficial Bouncy Chests CPP should carry over as well, since it just edits the part of the spritesheet that has that animation sequence, unless that entire sheet was reorganized. In regards to my personal work, Lazy Fish will need to be updated to make all the fish released in the new content lazier as well, but the unofficial Bigger Shed CPP port, despite being a 'load' CPP, should carry over unless something happened specifically with the shed.xnb file (which I find doubtful). This is really going to be where Content Patcher is going to flex its muscle, and we're probably going to see an end to XNB mods in general, with CPP's taking that niche. At worst, if there is new content added that is relevant to the CPP, the old version would merely not modify the new content, but should not crash. Most of the Content Patcher mods which properly take advantage of editing instead of simply loading a whole xnb file should be compatible once Content Patcher itself updates.






Just taking my mods for a walk