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Commisar Jon Fuklaw

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About this mod

A modloader config file which covers most aspects of Space Haven's inner workings.

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Info:
I took over this on account of the original authors' absences and both mods not having full functionality anymore. While functionality was restored to both, the project sort of... got out of hand and I ended up making configs for pretty much everything. At present there are roughly 1300 options which encompass the vast majority of things which one might want to customize about Space Haven. The features currently not implemented are: Traits, Technology, Conditions (and thus full weapon damage customization), and NPC ship generation. It is expected that these features require roughly another 1000 modloader variables to complete.

Due to the limitations of modloader, it may be more prudent (and less awful on your eyes) to edit info.xml directly in notepad++, programmer's notepad, or visual studio. I have provided bookmarks, but these are only a stopgap measure to minimize the time spent trying to line up rows.

Installation:
As with all other Space Haven Mods, this is installed simply by extracting the files in %SteamDir%/steamapps/common/Space Haven/mods. If your Space Haven directory doesn't have a mods folder, make one.

Modloader itself can be extracted and run from anywhere AFAIK, but it is a good idea to keep it somewhere in your Space Haven directory.

Usage:
It has come to my attention that the... intricacies of modloader are not well known. Therefore, here are step-by-step instructions for managing a config file inside and outside of modloader.

Inside modloader:
1.)Open modloader.
2.) Select Space Haven Control Panel.
3.) Maximize modloader (the box glyph at the top right of the modloader window).
3a.) If you need to scroll (and you will), modloader will only scroll either by dragging the scroll bar or by using the mouse wheel when the cursor is over the scroll bar.
4.) Make the desired changes to the game's variables.
5.) If you have made any changes since the last time you launched the game and modloader says Quicklaunch! at the bottom, click the Clear Quicklaunch file button, then click Launch!
5a.)If you have not made changes since the last time you launched the game and modloader says Quicklaunch!, it is okay to click Quicklaunch!

Please note that while it is not necessary, it is good practice to always clear the quicklaunch file when launching Space Haven via modloader.

Editing info.xml directly:
1.) Go to %SteamDir%/steamapps/common/Space Haven/mods/Space Haven Control Panel and open info.xml with a text editor (preferably one of ones mentioned at the top of this description).
2.) Make any desired changes in the fields labeled 'value'. Changing the fields labeled default will do nothing but waste your time.
3.) Open modloader.
4.) If modloader says Quicklaunch! at the bottom, click Clear Quicklaunch file, then launch.
4a.) As a final precaution: If your text editor ever asks you if you want to reload info.xml, click no. This is technically only necessary if you left modloader open while you were messing with info.xml. Good habits, however, are important.


Disclaimers:

Some values are labeled as float or integer when they are known to be one or the other. Do NOT use float values in anything labeled integer.
You know what - just avoid inserting float values into fields if you don't know if it didn't start as a float value. Don't know what a float value is? Be like the Romans and don't add decimal places to numbers.

Changing processes or the rate at which they occur WILL NOT change the way the game calculates and displays resource trends for power, air, or food. If you do, you may be forced to use...MATH.

I am not responsible for you screwing up your game. Use multiple saves and remember that modloader has a reset to defaults button. Almost all default values in this are Space Haven's default values.

If any config paths stop working, there are backup references (all commented out) for some of the things managed by the config file to allow for direct XML edits. I am not responsible for you breaking your game OR my mod with direct edits.

Known issues:

Certain values which are tied to UI elements (e.g. attribute points) may cause unexpected behaviors when set to numbers outside of expected bounds. In the case of the above example, you cannot start a new game with attribute points set to 13 or higher without first editing the proper GUI class file (currently unknown).

I've no desire to methodically decompile and comb through class files to find a single UI element just to have it break with every patch. Even if I did, that is outside of the scope of this project, which is focused on long term compatibility.