Satisfactory ModdingSM
Satisfactory Modding14mo ago
15 replies
Beef

Buildable Nodes Redux + Resource Roulette

So RR conflicts with BRN because my scanning/destroying/spawning nodes and their meshes relies primarily on AFGResouceNode classnames for identification of the vanilla nodes to remove them (and they are always trying to come back!).

After skimming through the BRN mod, one simple solution that comes to mind is to request Robb to put a tag on actors/mesh components spawned by BRN as I didn't see that they're assigned (or if it exists and I missed it, I guess that's the simple solution already)

I'm not sure if there's another more clever way to filter out nodes so that way I can head off potential conflicts with nodes spawned by other mods as well, as there are likely to be many more resource node mods in the future and something smarter than that simple solution would mean I don't have to update this tag filtering logic routinely. I just don't know if there's anything.
Solution
Robb, the solution I went with is just adding tags to the actors/meshes for your mod when they're spawned using a callback, and I'll do the same for the other conflicting mods. I have to see what kind of performance overhead it brings though but I don't imagine it's much.

Although not the most elegant, I think it's the most maintainable solution because then I can adjust the logic slightly for the tagging if needed for any weird conflicts in this compatibility checking class, and I'm not dependent on other mod authors properly tagging their actors/meshes or following a standardized resource spawning method.
Was this page helpful?