As you can see I did not post an update this week. Here is where things are at.
Steam Workshop
The Steam Workshop integration is complete. I learned more about the workshop in the process. Here is how it works, which contradicts my previous statements, sorry.
Publish - Uploads your blueprint to Steam.
Unpublish - Deletes your blueprint from Steam. Cancels all current subscriptions to the blueprint.
Subscribe - Downloads a blueprint from Steam, including your own. Keeps your local copy in sync with changes to the blueprint on Steam. I think a Steam based micro transaction is triggered if the item is monetized.
Unsubscribe - Stops keeping your local copy in sync with the Steam blueprint. Does not remove it from the local library or exchange.
Note that there is no current way to update or change a published blueprint so there won’t be any syncing. Also monetizing and micro transactions have not been implemented in the game. I may not have to do anything more in the code. This may be entirely handled by Steam. It’s been a low priority so I just don’t know much about it yet.
Once downloaded, nothing causes your local copy to be removed from the library. Existing ships and buildings are unaffected by unsubscribing. This could change once I figure out how returns of monetized items are handled.
If you restore a previous game or start a new game, subscribed blueprints are restored, unless they have been unpublished and no longer exist on Steam. That may be incorrect because Steam caches blueprints that have been downloaded. Your own blueprints can be restored by loading a .SoH file or by subscribing them in the Steam workshop.
Game Startup Data File
I am reconstructing a file that contains data the mmo client used to get from the servers, mainly the initial spacecraft and building libraries and exchanges.
The file used to be created using an sql query on the mmo database. Since that is no longer available, I had to do a little coding to enable the solo client to construct the data.
The spacecraft library and exchange have been reconstructed and published to Steam.
The building library starts with 82 blueprints so it will take a day or two to rebuild it. I have all the SoH files so that part is easy.
I added a feature to the finalize dialogs so you can pick the preview image from a file and it can be a lot bigger. I’ll need to preview each blueprint in the designer and get a screen grab, which will take a little extra time.
When that is done I will post an update. Likely to be some day this week.
Steam Workshop
The Steam Workshop integration is complete. I learned more about the workshop in the process. Here is how it works, which contradicts my previous statements, sorry.
Publish - Uploads your blueprint to Steam.
Unpublish - Deletes your blueprint from Steam. Cancels all current subscriptions to the blueprint.
Subscribe - Downloads a blueprint from Steam, including your own. Keeps your local copy in sync with changes to the blueprint on Steam. I think a Steam based micro transaction is triggered if the item is monetized.
Unsubscribe - Stops keeping your local copy in sync with the Steam blueprint. Does not remove it from the local library or exchange.
Note that there is no current way to update or change a published blueprint so there won’t be any syncing. Also monetizing and micro transactions have not been implemented in the game. I may not have to do anything more in the code. This may be entirely handled by Steam. It’s been a low priority so I just don’t know much about it yet.
Once downloaded, nothing causes your local copy to be removed from the library. Existing ships and buildings are unaffected by unsubscribing. This could change once I figure out how returns of monetized items are handled.
If you restore a previous game or start a new game, subscribed blueprints are restored, unless they have been unpublished and no longer exist on Steam. That may be incorrect because Steam caches blueprints that have been downloaded. Your own blueprints can be restored by loading a .SoH file or by subscribing them in the Steam workshop.
Game Startup Data File
I am reconstructing a file that contains data the mmo client used to get from the servers, mainly the initial spacecraft and building libraries and exchanges.
The file used to be created using an sql query on the mmo database. Since that is no longer available, I had to do a little coding to enable the solo client to construct the data.
The spacecraft library and exchange have been reconstructed and published to Steam.
The building library starts with 82 blueprints so it will take a day or two to rebuild it. I have all the SoH files so that part is easy.
I added a feature to the finalize dialogs so you can pick the preview image from a file and it can be a lot bigger. I’ll need to preview each blueprint in the designer and get a screen grab, which will take a little extra time.
When that is done I will post an update. Likely to be some day this week.