diff --git a/_mods/CommandExtensions.md b/_mods/CommandExtensions.md deleted file mode 100644 index 8c931a7..0000000 --- a/_mods/CommandExtensions.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -author: apple1417 -coop_support: Unknown -dependencies: [] -download: https://github.com/apple1417/willow2-sdk-mods/raw/master/.legacy/CommandExtensions.zip -legacy: true -license: - name: GNU GPLv3 - url: https://choosealicense.com/licenses/gpl-3.0 -supported_games: -- BL2 -- TPS -- AoDK -title: Command Extensions -urls: - Source Code: https://github.com/apple1417/willow2-sdk-mods/ -version: '1.9' ---- -Adds a few new console commands, and provides functionality for other mods to do the same. All these commands are fully compatible with blcmm files, you can just put them in your mod and have users merge it with other files and enable/disable various categories and it all just keeps working fine. - -[See here for info on the builtin commands and how to write mods using them.](https://github.com/apple1417/willow2-sdk-mods/blob/master/.legacy/Writing-Mods.md) \ No newline at end of file diff --git a/_mods/command_extensions.md b/_mods/command_extensions.md new file mode 100644 index 0000000..10092c7 --- /dev/null +++ b/_mods/command_extensions.md @@ -0,0 +1,21 @@ +--- +pyproject_url: https://raw.githubusercontent.com/apple1417/willow2-sdk-mods/master/command_extensions/pyproject.toml +--- +# Command Extensions +Adds a few new console commands, and provides functionality for other mods to do the same. All these +commands are fully compatible with blcmm files, you can just put them in your mod and have users +merge it with other files and enable/disable various categories and it all just keeps working fine. + +[See here for info on the builtin commands and how to write mods using them.](Writing-Mods.md) + +### Coop Support +Coop support largely depends on the exact mod making use of this. Command Extensions itself runs +completely client slide, but specific mods may have more in depth requirements. Some commands are +simply incompatible with multiplayer, so anything relying on them too much will not work. Like +always, it's best practice to make sure all players run the exact same set of mods. + +### Why does it take longer to `exec` my mods now? +This mod has to look through your mod file to handle the extra commands. This has to be done before +the game looks through it, which just takes some extra, unavoidable, time. You can speed it up by +making your mod file smaller - enable structural edits then delete any categories you don't have +enabled (and won't suddenly re-enable soon).