ModLoaderModManager
Provides methods to manage mod state.
Experimental
This class may be unstable
Methods Overview🔗
Method | Description |
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uninstall_script_extension |
Uninstall a script extension. |
reload_mods |
Reload all mods. |
disable_mods |
Disable all mods. |
disable_mod |
Disable a mod. |
Methods🔗
uninstall_script_extension🔗
GDScript | |
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Parameters: - extension_script_path (String): The path to the extension script to be uninstalled.
reload_mods🔗
GDScript | |
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?> This function should be called only when actually necessary as it can break the game and require a restart for mods that do not fully use the systems put in place by the mod loader, so anything that just uses add_node, move_node ecc... To not have your mod break on reload please use provided functions like ModLoader::save_scene, ModLoader::append_node_in_scene and all the functions that will be added in the next versions Used to reload already present mods and load new ones
disable_mods🔗
GDScript | |
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?> This function should be called only when actually necessary as it can break the game and require a restart for mods that do not fully use the systems put in place by the mod loader, so anything that just uses add_node, move_node ecc... To not have your mod break on disable please use provided functions and implement a _disable function in your mod_main.gd that will handle removing all the changes that were not done through the Mod Loader
disable_mod🔗
Disable a mod.
?> Note: This function should be called only when actually necessary as it can break the game and require a restart for mods that do not fully use the systems put in place by the mod loader, so anything that just uses add_node, move_node ecc... To not have your mod break on disable please use provided functions and implement a _disable function in your mod_main.gd that will handle removing all the changes that were not done through the Mod Loader
Parameters: - mod_data (ModData): The ModData object representing the mod to be disabled.