Releases: Okaetsu/PalSchema
0.3.0
New
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Added support for
.jsoncfiles which means you'll be able to write comments. -
Added support for buildings, with automated handling for radial index via Pal Schema. This feature is only available when adding buildings, editing should be done via raw tables.
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Added support for adding universal translations which apply to all languages. This can be done by creating a
globalfolder inside a translations folder. Global translations are loaded before language specific translations. -
Added support for wildcards in raw tables, however for now you can only use it to apply changes to every row at the same time by specifying
*instead of the row name. Filters and more are planned in a future update. -
Added log severity tags, [error] and [warning] which will make it easier to search for any potential errors.
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Added an error popup in title screen if there are any errors from Pal Schema mods.
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Added a reload functionality so you can work on your mods while the game is running. This can be accessed from Pal Schema tab in UE4SS' LiveView or you can enable auto-reload from the config file by setting
enableAutoReloadtotrue. Auto-reload is triggered whenever a change is detected in a mod you're editing or when saving a new file. -
Added deletion functionality for items and raw tables by specifying the row's value as
nulle.g.{"DT_ItemLotteryDataTable": { "1": null }}. Note that you might introduce incompatibility with other mods or otherwise break functionality within the game so only use this feature if you know what you're doing.
Fixes
- Improved Load Logic to reduce crashes in multiplayer due to item data not being loaded before the server initializes.
Changes
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enableExperimentalBlueprintSupportflag has been deprecated from the config. Support for blueprint modding is now enabled by default, however keep in mind that there are still some blueprints that might not be possible to modify with Pal Schema in certain environments like multiplayer. -
You can now use arrays instead of objects for array properties e.g [1,2,3,4] instead of having to do {"Items": [1,2,3,4]}. Old method will be preserved and this change will not affect existing mods. When using arrays as a value, it will overwrite the existing array so if the original value is something like [1,2] and you enter [3,4] in your json file, the final value will be [3,4]. If you want to append to the end of the array, use the old method.
0.2.1-beta
Changelog
Minor Fixes
- Logs from Pal Schema are now prefixed with [PalSchema]
0.2.0-beta
Changelog
New
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Added experimental support for blueprint editing via json files. This must be manually enabled via the new config.json file which you can find info on in the Configuration page in the docs. When editing blueprints, you want to enter the name of the asset you're editing like
BP_BuildObject_WorkBench_C. The _C at the end is important, so if the name of the asset you want to edit isBP_BuildObject_WorkBench, make sure it has a _C at the end. I've left a few examples inexamples/ExampleMod/blueprintsfor the dev version. -
Added support for custom localization which means you'll be able to add translations for languages that aren't normally supported by Palworld. Refer to Configuration for more info.
Fixes
- Fixed an issue with Soft Class Properties where it required you to add a _C at the end, it should now be automatically added if missing. For example
BP_MeteorBow->BP_MeteorBow_C. This change does not apply to blueprint edit mods.
0.1.1-beta
Changelog
Fixes
- Fixed not being able to edit pal loot
0.1.0-beta
Initial commit