Is it necessary for mods to be built for different platforms?

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DunnyOfPenwick
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Is it necessary for mods to be built for different platforms?

Post by DunnyOfPenwick »

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.

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Ralzar
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Re: Is it necessary for mods to be built for different platforms?

Post by Ralzar »

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.

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Jay_H
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Re: Is it necessary for mods to be built for different platforms?

Post by Jay_H »

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.

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DunnyOfPenwick
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Re: Is it necessary for mods to be built for different platforms?

Post by DunnyOfPenwick »

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.

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Hazelnut
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Re: Is it necessary for mods to be built for different platforms?

Post by Hazelnut »

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

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