I built and published OS specific versions of my previous mods.
Is this really necessary? Is it necessary in certain circumstances?
I noticed that the *.dfmod files produced are different, but that might be due to irrelevant details.
Is it necessary for mods to be built for different platforms?
- DunnyOfPenwick
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- Ralzar
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- Location: Norway
Re: Is it necessary for mods to be built for different platforms?
I just build all my mods for windows. That apparently works cross-platform most of the time. If at any time I get a report back that one of them is not working on windows I will of course build a version for the other platforms.
- Jay_H
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Re: Is it necessary for mods to be built for different platforms?
Certain mods are simple enough to work as Windows-only, like Macadaynu's quest distance mod. Others, like Macadaynu's hotbar mod, require an OS-specific version. It depends on how extensive the changes are within the game. I don't know the governing rule for that.
- DunnyOfPenwick
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- Location: Southeast US
Re: Is it necessary for mods to be built for different platforms?
I guess if I'm not manipulating platform specific stuff, I shouldn't be concerned.
In the future I'll just post my windows build to keep things simple.
Hopefully users will notify me if something isn't working on their platform.
In the future I'll just post my windows build to keep things simple.
Hopefully users will notify me if something isn't working on their platform.
- Hazelnut
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Re: Is it necessary for mods to be built for different platforms?
I only build windows for my mods, except for Archaeologists which has a custom model and OSX needs a specific build. I used to test on linux before release to be sure but having not encountered issues I stopped bothering. Wait for issues to be reported as Ralzar says is fine IMO.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods