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### Resource Type _No response_ ### Describe the problem or limitation you are having Navigating through the native Godot file system is pretty tedious. I have resorted to copying the...
Currently something like this needs to be used to check if a mod is in use. ```gdscript if ModLoaderMod.is_mod_loaded(mod_id) and ModLoaderMod.get_mod_data(mod_id).is_active: ``` Since this is likely a common check to...
@torcado194 found a clever solution to find the matching script to a scene - just enforce a convention. Yes some people have different conventions or don't like them at all....
since we introduced the standard of mirroring the games's file system, we can also reduce the boilerplate required for extensions. this would mean we walk the file system and use...
| **Topic** | **Status** | **Documentation** | |----------------------------|------------|------------------| | **ModLoader API** | ✔️ | | | - Add **Methods Overview** table to [ModLoaderUserProfile](https://github.com/GodotModding/godot-mod-loader/wiki/modloaderuserprofile) | ✔️ | [➡️](https://github.com/GodotModding/godot-mod-loader/wiki/modloaderuserprofile) | | |...
godot version 3.5 Hey there, many of the more complex types can't be added as key twice unless you manually change one of the values. Rect2, Transform2D, Plane and more...
move all files from within the mod directory one level out, then zip might require moving everything to a temporary directory
A specific amount of die of a type rolled together in a group and saved to a single button