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Without this feature, it requires maintaining full copies of every single scenario in the game and a copy of global simulation settings file, which is not nice and blocks an uncountable number of other possible mods related to these files.
PHANTOM BRIGADE MOD
With this feature, one mod can have a single line simulation.yaml file modifying a line called squadSize and another can have simulation.yaml describing changes to couple other fields - and every change will be seamlessly merged.
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Ordinarily, the changes have to be merged manually and turned into a separate compilation mod - there is no other way to let multiple mods changing the same file coexist.For instance, our simulation.yaml contains hundreds of parameters, and many different mods will definitely want to modify it, whether it's to change allowed squad size of physics settings or loot generation multipliers.
PHANTOM BRIGADE UPDATE
One of the big pain points in modding is conflicts between different mods modifying same file and the need to constantly update the modified copy of extracted file every time developers update a game. This is a big game changer for config mods.The edit config allows you request removal or, what's more exciting, allow you to edit individual fields and collection entries on a config of the same name. Instead of duplicating real config of the same name at the same path, they store a list of changes. Internally, these files have a different structure. However, the content of these files is different.On the surface it looks similar to config overrides: duplicate parts of Configs folder hierarchy under Mods//ConfigEdits and put your.The files that can be overwritten, however, are what you'd usually want to modify anyway - other files are a small minority and aren't a good fit for modding (some old binary files, unused configs predating current database system etc.). Applying a mod with config overrides is not a disk operation modifying files in PB/Configs directly it's an injection operation during loading steps of DataLinker and DataMultiLinker data managers. We have some other files under Configs that can't be modified with this mod content type for the time being. Limitation: Only contents of Data and DataDecomposed folders are supported.Another example: you can put your own version of global settings config at Mods//ConfigOverrides/Data/Settings/simulation.yaml and it will be the version of global settings game will start using.For instance, you can put new weapon at Mods//ConfigOverrides/DataDecomposed/Equipment/Part_Presets/my_new_weapon.yaml and the game will load it.The changes are injected whenever database is reloaded, not just on game initialization, so they are resistant to databases loading late, databases loading multiple times etc.yaml configs from the game, with exact same internal layout The files you place there have to be modified copies of.
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