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Coppertine

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Coppertine

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14 comments

  1. ohirome
    ohirome
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    Really great mod, it's really opened up some of the weird limitations on scaling put in place by Frontier, thanks!
  2. oki25660
    oki25660
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    Request for help and inspiration to create a similar mod
    Hi there,First of all, thank you very much for your work. Your mod is really impressive and gave me an idea to create something similar. I was inspired by your mod, and here is where I am.
    File structure:
    1. main.ovl file:
    This file encapsulates the .lua scripts needed for the mod to work. It contains:
    config.lua
    pathwidthfunctions.lua
    2. manifest.xml file:
    The manifest file is used to load the mod into the game and declares the files to include.
    xml
    Copy the code
    PathWidthChanger
    unique-id-for-pathwidthchanger
    1.0
    Game
    Contents of the files encapsulated in main.ovl:
    config.lua file
    This file contains the configuration settings of the mod, including the path width values.
    lua
    Copy code
    local config = {}
    -- Default path width
    config.defaultPathWidth = 4.0 -- Default path width
    -- Path width when the "Y" key is pressed
    config.pathWidthOnKey = 1.0 -- Alternate path width
    return config
    pathwidthfunctions.lua file
    This file contains the functions needed to:
    Change the width of paths depending on a key pressed.
    Manage SQL queries to interact with the database.
    lua
    Copy code
    local ScalingDBManager = {}
    -- Function to execute a SQL query ScalingDBManager._ExecuteQuery
    = function(database, statementName, ...)
    local result = nil
    api.database.SetReadOnly(database, false)
    local tArgs = table.pack(...)
    local cPSInstance = api.database.GetPreparedStatementInstance(database, statementName)
    if cPSInstance then
    if tArgs > 0 then
    for i, j in ipairs(tArgs) do
    api.database.BindParameter(cPSInstance, i, j)
    end
    end
    api.database.BindComplete(cPSInstance)
    api.database.Step(cPSInstance)
    local tRows = api.database.GetAllResults(cPSInstance, false)
    result = tRows or nil
    else
    api.debug.Trace("ERROR: Unable to get instance of prepared statement: " .. statementName)
    end
    api.database.SetReadOnly(database, true)
    return result
    end
    -- Function to update path widths
    ScalingDBManager.updatePathWidth = function(newWidth)
    api.debug.Trace("Updating path width to " .. newWidth)
    -- Replace this line with the SQL query to update path widths
    ScalingDBManager._ExecuteQuery("GameDatabase", "UpdatePathWidth", newWidth)
    end
    -- Function to listen for keyboard inputs
    local function onKeyPressed(key)
    -- Check if the key pressed is "Y"
    if key == "Y" then
    -- Change path widths when "Y" is pressed
    local config = require("config")
    ScalingDBManager.updatePathWidth(config.pathWidthOnKey)
    end
    end
    -- Record the keyboard event to listen for the "Y" keypress
    api.events.Add("onKeyPressed", onKeyPressed)
    -- Initialize the mod
    local function init()
    -- Initialize the components needed here
    api.debug.Trace("PathWidthChanger mod initialized.")
    end
    -- Run the initialization
    init()
    -- Return the functions needed by other scripts if needed
    return ScalingDBManager
    Using Cobra Tool:
    To get to this point, I used Cobra Tool to decompile the .ovl files of your mod and examine the encapsulated scripts. With this tool, I was able to explore the following files:
    The .lua scripts needed for the functionality.
    The manifest.xml file, which allowed me to understand how the mod is loaded into the game.
    However, although I managed to extract and analyze these files, I am not sure if my current configuration is correct.
    My current problem:
    Despite all this, the .ovl file does not seem to generate correctly or be loaded in:
    C:\Program Files (x86)\Steam\steamapps\common\Planet Coaster 2\Win64\ovldata.
    I understood that the .lua files should be encapsulated in the .ovl file. However, it seems that:
    The configuration does not load.
    The database used in your script escapes me.
    If you have the time and inclination, could you help me solve this problem or better understand your approach so that I can move forward? Your expertise would be invaluable!
    Thanks again for your work and attention,oki25660
    Otherwise if I can't make the mode with the approach I gave you could maybe make the mode if possible and if you really understand how it works otherwise just give me a clue to be able to move forward on my mode that would be very kind of you Thank you very much
  3. argylegargoyle2
    argylegargoyle2
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    Thanks, great work!
    1. Coppertine
      Coppertine
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      Thank you! <3
  4. Bushidomalensis
    Bushidomalensis
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    Buenos días. Me gustaría saber si este mod hace que todas las partes del juego que no dejan ampliarlas(hacerlas grandes ) se pueden hacer grandes. O solo es para las que ya el propio juego deja ampliarlas, para hacerlas más grandes. Muchas gracias. Por cierto aún así, un mod genial. Muchas gracias por el mod.
    1. Coppertine
      Coppertine
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      (Had to use a translator to understand your message, bare with me!)

      Hey! Currently, it only supports most of the Scalable items (that being those classified as "Non-Grid" and only some of the animatronic pieces). There will be a major update soon that would include all scalable items (even those that weren't accounted for).
      Thank you for understanding!
    2. Bushidomalensis
      Bushidomalensis
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      Se me olvidó preguntarte si se podría hacer un mod añadirá opción para quitar la lluvia en sandbox, es muy molesta para construir. Muchas gracias
    3. Coppertine
      Coppertine
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      Weather would be controllable in the December update of Planco 2
    4. Bushidomalensis
      Bushidomalensis
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      Ok gracias. No lo sabía es importante tenerlo. 
  5. Grimlock98
    Grimlock98
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    Request: No Build Limit Mod for Unlimited ConstructionComment:
    Hi Modding Community,I’m a huge fan of Planet Coaster 2, and I would absolutely love a mod that removes the building limits in
    the game. This would allow us to unleash our creativity and design
    larger parks with more detailed structures without any restrictions.If
    anyone is interested in creating this, I would be incredibly grateful!
    It would be an amazing addition to the game for all of us who enjoy
    limitless design possibilities.Thank you in advance, and I’m looking
    forward to your responses!
    1. Coppertine
      Coppertine
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      Hey! It's cool to see that you like the mod.
      I would like to ask what specific limits of building in Planet Coaster 2 you would want to be "removed".

      Right now, gridded items can't be scaled and vice versa unless there's a way to do that we haven't noticed.
      Hope this answers your suggestion.
    2. Grimlock98
      Grimlock98
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       I meant that you can use the whole map
    3. Coppertine
      Coppertine
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      aah, I see what you mean now.
      There has been works for a 4k x 4k map, but I don't have information for when said mod is ready to be revealed and / or any progress with said mod.
    4. Bushidomalensis
      Bushidomalensis
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      Gracias por contestar tan rápido. Ok lo descargaré y probare. Y estaré esperando la actualización. Porque es uno de los problemas que le veo al juego. Gran trabajo  y muchas gracias de nuevo por el mod.ayuda mucho a construir mejor