[ML] Utility Mods - by Jontis_00

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Re: [ML] Utility Mods - by Jontis_00

Postby Jon_jon13 » Thu Jun 07, 2012 11:43 am

Screenshot mod will work for 0.47a? It says it's for 0.47b but i don't think it will make so much difference, right?
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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Thu Jun 07, 2012 12:28 pm

Jon_jon13 wrote:Screenshot mod will work for 0.47a? It says it's for 0.47b but i don't think it will make so much difference, right?


It should work fine :)
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Re: [ML] Utility Mods - by Jontis_00

Postby Jon_jon13 » Fri Jun 08, 2012 10:37 am

Well, it worked, but some random letters apeared everywhere. Like the text wasn't fully erased. Nothing i couldn't handle anyway, and it helped navigate through the menus :P
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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Fri Jun 08, 2012 1:16 pm

Jon_jon13 wrote:Well, it worked, but some random letters apeared everywhere. Like the text wasn't fully erased. Nothing i couldn't handle anyway, and it helped navigate through the menus :P


I need to figure out a better way to do the Screen Shot mod without having to remove all letters.
But I have no idea how the font stuff works, if I could figure that out I think I could do it.
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Re: [ML] Utility Mods - by Jontis_00

Postby City Builder » Fri Jun 08, 2012 1:31 pm

Question...

If I mod the xml files manually and then use modloader to load a mod, is it going to overwrite my own modded information that I put into the xml file like if I change containers from holding 10 items to 20 items, will your modloader revert it back to 10 when I run the modloader installer file?

If so is there anything that I can do to prevent it?
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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Fri Jun 08, 2012 1:37 pm

City Builder wrote:Question...

If I mod the xml files manually and then use modloader to load a mod, is it going to overwrite my own modded information that I put into the xml file like if I change containers from holding 10 items to 20 items, will your modloader revert it back to 10 when I run the modloader installer file?

If so is there anything that I can do to prevent it?


If you mod the files in data\ yes, if you mod the files in ModUtils\ no.
If you mod the files in ModUtils\!BACKUP\ running the Uninstaller will remove your mods but then running the installer will install your mod again.
My Mods: 12 000+ downloads!

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Re: [ML] Utility Mods - by Jontis_00

Postby GyratingCow » Fri Jun 15, 2012 3:23 am

Just a question before I go mucking around in my towns folder... is the modloader compatible with Linux? That's the OS I have atm.
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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Fri Jun 15, 2012 11:10 am

GyratingCow wrote:Just a question before I go mucking around in my towns folder... is the modloader compatible with Linux? That's the OS I have atm.


Sorry no. :(
My Mods: 12 000+ downloads!

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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Fri Jun 22, 2012 8:23 pm

Added a new Mod to the list, this one is a bit special it is the Trashcan Mod and it was made by one of the Towns developers, Burningpet. :)
My Mods: 12 000+ downloads!

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Re: [ML] Utility Mods - by Jontis_00

Postby Jontis_00 » Thu Aug 09, 2012 6:58 pm

Quick update for Modloader 9.x and Towns 0.50, please report any bugs!

Trashcan mod by Burningpet has been removed as it was added in 0.50!

Screenshot mod might be updated later today.
My Mods: 12 000+ downloads!

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