Steam Workshop beta is now open...

dshirk

Firaxian
Joined
Oct 31, 2005
Messages
879
For instructions to get the latest material, please visit the Greg Laabs post here:

http://forums.2kgames.com/showthread.php?123240-Modders!-Get-access-to-the-Civ-V-Steam-Workshop-and-beta-patch-now

You will need the beta patch, the beta SDK, and you'll need to send in your steam handle so we can add you to the Workshop group. Without group access you will not be able to see what you're uploading, so make sure to send it in.

Thanks much, and please post any questions or problems here, and Shaun and I will be checking in.
 
As requested here the lists of methods on the main Lua objects (Team, Player, City, Unit, Area and Plot) from build 1.0.1.674 are attached
 
There is a big that is causing issues with the in-game mod list panel. To correct this, please extract, and then copy the attached file here:

*steam root*\Civ V\assets\UI\FrontEnd\Modding\

You will need to unsubscribe to any mods you were subscribed to before, and then restart the game once this is in place.

Feedback is welcome.
 

Attachments

Regarding the storage size question, it looks like there is currently a 1 GB per user limit. We can adjust as needed.
 
The size is decent, only the biggest total conversions will require more I suppose. Will be enough for me, tried my WWII mod and upload/download was fine.

But it seems that the beta version of the new modbuddy as removed the VFS properties of most of my files, not all of them, but enough to brake the mods...

We'll I've got thousands of files to check now :D
 
Z-Advisors is now completely wacked by their newest "pairings" function loop!:mad:
VFS were always initiated as "0" imports, that still makes any Z-UI projects a silly click/fest with 250+ files toggle **UNLESS** they finally hand-over the proper hook call i've been asking for almost a year, now.

Haven't checked Z-Eras for supplemental edits.
 
Another very good change (with the working dependencies/references/blocks) is that the artdefines for units are now in the database (mod adding new units will be compatible).

But it's important to note that you can't use Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml with VFS to true anymore, it seems those files are loaded in the DB before the mod engine is started, and are ignored when used in a mod. IMO it's good, will force user to make compatible mods, but lot's of work to convert existing mods using new units.

If it can be useful to someone else, here's how I've quickly converted the WWII mod (200+ units) to the new system :
- Replace the vanilla Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml in "\Steam\steamapps\common\sid meier's civilization v\Assets\Units" with the files from the mod
- Load the game, use SQLite Manager to export the 5 tables now containing artdefines for the mod units in SQL (including CREATE TABLE statement, but for mods wanting to keep compatibility with others you don't want that, and you'll have to update the tables only, not erase/recreate, that means editing a bit those SQL files)
- Added the sql files in my project with OnModActivated flag
- Restore vanilla Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml


I haven't tried the Landmark ArtDefines table, maybe there's some wanted changes here too.
 
Thanks for the feedback so far. Shaun is working on an update now.
 
Latest update (arriving today) for beta testers:

Beta Patch v2

ModBuddy
  • Added "Other" tag.
  • Unchecking tags will now correctly remove them from the list of tags.
  • When uploading a new version, the existing picture, visiblity, and tag settings are downloaded and set as the default.
  • The preview image control is smaller (180x180 down from 256x256), allowing for more screen real estate for the tags listing.

Beta Patch v1

ModBuddy
  • Associations can now be specified in a mod project.
  • Added a Steam Workshop uploader.
  • GameSpy's online services no longer allow uploading new mods.
  • Added a scrollbar to the description box for a mod.
  • Increased the description limit from 1024 characters to 4096.
  • Added a "Text File" item template to civ5mod projects.

WorldBuilder
  • Added "Loading..." the the splash screen to make it more obvious that WorldBuilder is busy loading.
  • Removed restriction in worldbuilder where you could not scale the map to be taller than it is wide.
  • WorldBuilder by default will attempt to launch Civ5 via a steam url rather than directly launching the exe to prevent it from automatically restarting and displaying the launcher ui.
 
The preview image control is smaller (180x180 down from 256x256), allowing for more screen real estate for the tags listing.

Much appreciated :)

But (there's always a but) as the image in the Workshop screens is 200x200 it might be better to use that size as you'll then be looking at the image as most users will see it.
 
It would appear the "Other" is checked by default, even though it doesn't show as such.

If I select "Building" I get tags of "Building, Other" (same is true for any other tag except Other)

If I select "Other" I get no tags, if I then select "Other" again I get it as a tag

So it looks like the Other check box is on, but the tag is not in the list, to start with.
 
Not sure if I should post here or on the beta patch thread, but since it's mod related, I'll go here :

before the patch unit:LastMissionPlot() was returning the attacked plot for an air or melee unit when called in Events.RunCombatSim

it was very useful to know if a city was attacked.

post-patch unit:LastMissionPlot() return the same plot as unit:GetPlot() for air units in RunCombatSim.

Now there's no way to know which city is attacked.

Is it possible to change back LastMissionPlot() behavior (and make unit:LastMissionPlot() also return the targeted plot for land/sea ranged units in RunCombatSim if possible) or add one argument in RunCombatSim and EndCombatSim so we can get the attacked plot or city there.

TIA
 
The "Available Storage" entry is not being updated in ModBuddy.

By my reckoning I've uploaded around 290Mb of files, but it's still tellimg me I have 1Gb available.
 
Also, whoward, I'd suggest you remove the compendium of Unique buildings and instead make a collection

Except a collection does not function the same way as the compendium.

Collections ONLY download all the individual mods, they DO NOT switch all the contained mods off/on at the same time.

The Compendium is a player convienence so you only have to enable/disable one mod to enable/disable all ELEVEN unique buildings
 
Except a collection does not function the same way as the compendium.

Collections ONLY download all the individual mods, they DO NOT switch all the contained mods off/on at the same time.

The Compendium is a player convienence so you only have to enable/disable one mod to enable/disable all ELEVEN unique buildings

Except with a compendium you use twice as much space.
 
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