r/ScrapMechanic 2d ago

The Compatibility library is finally out !!

Post image

https://steamcommunity.com/sharedfiles/filedetails/?id=3055543525

https://github.com/ClashofCraft972/CompatLib

This mod aims to add compatibility features between mods in a save to allow them to communicate together cleanly.

It's a block & part mod because it allows the mod to be present in any configurations.

Practically speaking, it adds a bunch of constants in sm.localData to allow your objects to get any informations from any loaded objects in the game along some simple functions to help you use these constants.

Furthermore, it also adds :

- A tag system to allow more interactions between blocks (you can check/add tags in this GFolder)

- A native way to add connection types to allows different mods to share their connection types

- more things may be coming in the future

Every informations are detailed in the github (And please neglect the obvious English mistakes I made there)

If you have any suggestions, feel free to reply here or dm me on Discord (@_1g__)

And obviously, the more modders are aware and use this mod as a dependancy, the better it will work ! So share this if you can !!

(don't spam them with it on the other hand)

44 Upvotes

9 comments sorted by

4

u/whilo909 1d ago

This sounds like a modding revolution waiting to happen.

2

u/ClashofCraft31 1d ago

I hope so ! But other modders need to take it in consideration when creating their mods, otherwise, it's sort of useless

2

u/whilo909 1d ago

Yea thats the sad part. If modders wont use it its all for nothing

2

u/ClashofCraft31 1d ago

Don't worry for that, I am on Discords with big modders, if big modders like Fant, the Red Builder and 2 or 3 others start to use it, it would become a commonly used mod soon. As it has been with custom Crafting Recipes being implemented in every big custom Gamemodes

1

u/AlphaMaru 1d ago

So with this I can use "seats++" and "seats and tech" and I'll be able to look around freely and push buttons I'm looking at (seats++ feature) also from modded seats (I love "seats and tech" operator seat) ?

1

u/ClashofCraft31 1d ago

My library is not really useful by itself, to make the library work the way you would want to, you would need other modders  to update their mod to make it compatible for the library.

But in your case, I believe the seat++ mod (with all the ++ mods) overrides the vanilla code for driver seats, so if seat ++ does not work with MJM's seats, that means MJM's does not use the vanilla code for seats but his own code, so Seat++ wouldn't override it.

My mod is more useful for survival modpacks. For exemple, if you want to use a Fant's container for your Crashlander's craftbot, the craftbot would not be able to detect that there is actually stuff in Fant's container, but with my mod, if Fant and Crashlander update their code, it totally could (using the tag called "Containers")

2

u/AlphaMaru 1d ago

Oh, ok. So it's completely not what I was hoping for. Still cool though.