![]() “Originally, the concept for Haven featured 8 couples, with a diverse range of relationships. “This update is special to us,” the team says in the blog. That goal went beyond the team’s desired scope, but this will at least bring that spirit back to the final game. This was also more in-line with original development plans, as the team wanted to feature eight different couple of different make-ups. This is because now, players can choose different versions of main characters Yu and Kay to play the story of a same-sex couple, rather than just the opposite-sex one seen in the main game.ĭeveloper The Game Bakers confirms through a post on its website that playing as a gay couple won’t change any of Haven’s actual plot, but it will allow queer folks to explore a relationship that mirrors their own. But with the game’s new free Couple Update, I’m more enticed to head back and see what all the fuss was about. ![]() Or, conversely, find the text in library/texts and search for the corresponding ID in library/haven.įor example, suppose we want to find the "Life Support" building.Haven was one of Natalie Flores’ favorite games of 2020, and I never actually got around to it. To find human-readable names, look for a tid="#" attribute and search for that ID in library/texts. Since ID numbers are unique they're reasonably easy to follow in a text editor - if you find a definition that references another, simply search for the referenced ID that you're interested in. 451102000 for the Monster Meat crop recipe in the greenhouse example (and then 451102001 for the next ID in that mod, 451102002 for the one after that, etc etc). I used 00 for the artificial-plant example, 01 for exterior-air-vent, etc) to come up with something reasonably unique, e.g. mine is #4511) and a sequential mod number (e.g. I recommend prefixing your definition IDs with your Discord user number (e.g. Luckily IDs can be any (positive) 32-bit integer which means there's lots of space. If you want to create a new definition, things get a bit trickier because you need to make sure your ID numbers are unique across all mods that might get loaded. The mod loader will replace the game's definition with the one from your mod. If you want to replace an existing game definition, like the included Greenhouse mod does, simply copy that definition into to your mod with the same ID number that the game uses. Most of the items in the game's library are identified by a numeric ID rather than a human-readable name. Note that because mods are loaded by doing an id-wise merge with the base game library, only the following files and tags are currently supported: Mods follow the same folder structure and file format and should be reasonably obvious from the included sample mods. Also of interest are library/texts, library/animations, and library/textures. It contains definitions for most of the things in the game (buildings, items, ships, characters, objectives, generation parameters, etc). The main file of interest is library/haven.annotated, which is an annotated copy of library/haven, which is the main game library. That will extract the game library from spacehaven.jar into mods/spacehaven/ and open the folder. You can take a look at the library by clicking the "Extract & annotate game assets" button. Mods are stored as a series of XML files in roughly the same format as the game's library. The mod loader will load the mods into the game, launch the game, and then unload them again when the game exits. When you're ready click "Launch Space Haven!" to play with mods. If they don't then you might not have installed them properly. Go back to the mod loader and make sure the mods you installed appear in the list.
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