So, with the 210.1 -> 214.4 DevKit update I have discovered that editing the core files of the game for a TC mod, while convenient, is not a viable option. It saves a lot of annoying workload with copying and remapping, but it increases it many times over when you need to update something.
So I have basically decided to go with the copy and remap option in the end. Unfortunately, my mod edits all dinos and crafting stations, and that is a problem because you cannot edit components for child assets. However, that is exactly where all the crafting options are defined for the crafting stations, and stats for dinosaurs. Editing both are practically key components of my mod, so not doing it isn’t an option.
So, question. If I do make a child for the fabricator and then add another inventory to its components, will said inventory override the inherited one? Will it be overriden? Will they be combined in some weird fashion? Is there some other way of handling this?
Testing revealed that the inherited inventory (and probably any other inherited component) takes precedence over any component of the same type.
Would really like some advice on how to handle this, as creating child assets is a very convenient way of altering some parameters w/o missing out on updates.
I agree there needs to be a better solve for this. But for the time being, my method is to edit the core files because like you, I’ve made a lot of edits/additions. When an update happens, I look at the content in the diff file then I go to my backup folder and rename any files slightly that may have been edited. I import them in, copy the values in the editor, paste in then delete the backup. Not ideal but neither is remapping. Hoping this gets a little attention.
Remapping is a pain to set up but at least it works for most things and automatically inherits important changes (like entirely new features).
Does anyone know what Remap Resource Component does? Didn’t work for replacing asset components (that would be too easy), but I’m still wondering.