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Releases: Ewanderer/CobaltCoreModLoader

More story stuff, bugfixes

28 Dec 12:48
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Hey, as some people are having problems with running the current modloader versions, I'm pushing an update during Ewanderer's absence.

Changes

  • More external story stuff by @APurpleApple: ExternalSaySwitch, ExternalStoryInjector
  • General crash fixes - mismatched types, wrong patch types

Full Changelog: v2.0.2...v2.0.3

Story Expansion

08 Dec 18:42
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Hi folks,
wanted to push this update, since people have been wanting story extension for a while and this gives that, though a very hands off version mind you.

Anyways, while I planned to get some more done alongside this update, you cannot really work with sickness. anyways enjoy and hopefully I can provide you with some extra juice next week or so.

What's Changed

New Contributors

Full Changelog: v2.0.1...v2.0.2

Framework improvements

30 Nov 17:55
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Heya,
sadly not many exciting features regarding content coverage, mostly just cleanup of logistics plus some contributions by fellow modder like API proxy. The next big push will be for remaining content, so hold tight for the floodgates of more content variety to be open soon.

What's Changed

  • Experimental logging dependency fix by @Ewanderer in #92
  • 78 fix assembly dependency loading by @Ewanderer in #91
  • made tab control on winform public, fixed some weird nugget issues. by @Ewanderer in #93
  • added example for an addin manifest. by @Ewanderer in #95
  • Make BootManifests not recursive on itself by @Fayti1703 in #94
  • Add 'soft' dependencies by @Fayti1703 in #96
  • fix to allow to assembly cross referencing by splitting activation fr… by @Ewanderer in #97
  • Mod API proxies by @Shockah in #99
  • refactoring prelaunchmanifest to have a contact point. by @Ewanderer in #103
  • Compare AssemblyName.FullName instead of AssemblyName instances by @Fayti1703 in #104

New Contributors

Full Changelog: v2.0.0...v2.0.1

Version 2 Mod Breaker Release

22 Nov 12:43
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Hi,
this is update unfortunately will break older mods, as it changed up a bunch of advertisement structures. Maybe wait a few days before using this version to give mod devs time to update their projects. I hope to keep future breaking changes to a minimum or do a collective update like this one. and we should be good for a while, i hope. As an end user nothing visible has changed only mods being able to do more crazy things.

What's Changed for developers

  • added pipeline for boot, addin and prelaunch manifests. by @Ewanderer in #77
  • mod cross dependency and cross reference by @Ewanderer in #81
  • logging consolidation and logger for manifests. by @Ewanderer in #82
  • custom ship parts by @Ewanderer in #84
  • externalsprite allow to avoid caching by @Ewanderer in #87
  • make artifacts ship and or part exclusive by @Ewanderer in #88
  • added scaffholding for exclusive ship cards. by @Ewanderer in #90
  • externalartifact.addlocalisation swapped the header argument order to be in line with the rest.
  • other external items also have new headers, check your construction.

Full Changelog: v1.0.1...v2.0.0

Anyway enjoy and let me know if something old has broken or you found some bugs with the new features.

Actual Working UI

13 Nov 21:41
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So yeah the release actually didn't work for some people, thanks GTK. Anyway after some back and forth, I decided to crawl back to Winform and at least initial testing seems to be working including linux.
So let's hope the next release can actually be about more mod content. please report any issues to me.

Cobalt Core Game Release Version

09 Nov 17:28
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The first public iteration of the Cobalt Core Modloader.

It doesn't cover the entire set of features for guided modding and has a long way to go before I would call it complete, but I hope to see it grow over the next few months to completion. See the Readme for details on the various aspects of the project and feel free to get involved.

Put the launcher folder anywhere and it should work once provided the Cobalt Core game path.