Comments (3)
I can't tell you anything concrete right now, but we're hoping to customize SpaceChem with a different approach that doesn't involve patching the official executable. Zach was kind enough to give us access to the source control of the game and let us implement things into the main game for v1013. He's willing to let us create and maintain a branch there for an edition of the game that has niche features and less stable code.
If we can make this work, it would mean we wouldn't distribute a patch to the game, but an alternative executable with extra features. It would also mean that our changes will be owned by Zachtronics and will obviously be closed source, so if we keep using GitHub, it will only be for issue tracking and distribution of the binary, but not for source control.
from spacechempatch.
I want to precise that the plan @csaboka talked about is still tentative and we're still discussing it internally.
When we'll get to a satisfactory point, we'll let the community know.
As of now, SpaceChemPatch is unusable on v1013 (by design) because of the hash protection, I do not recommend trying to modify the patcher to go through without waiting for us, that would probably break your game.
The proper game didn't get all the features the mod has, as some of them are too hacky, disrupt the UI or allow you to make illegal bonds.
I'll answer for r/spacechem as well (even if the correct place to ask would be there) as I'm a mod of it as well.
I am obviously aware of how the game rules changed with this update, we will update the mechanics wiki and the leaderboard, it's just going to take time.
from spacechempatch.
It has taken longer than originally anticipated, but with the release of Community Edition today, you have your definite answer :)
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Related Issues (20)
- Change simulation speeds HOT 1
- Show stats for defense missions
- Allow bonds for the unknown element in output note editors. HOT 1
- Persist preferences HOT 1
- Youtube upload HOT 2
- OS-independent RNG HOT 2
- Multiple Non-Bonder Glyphs HOT 3
- Bond instructions should default to the BOND- state in disassembly reactors HOT 1
- Support the tournamentimport / tournamentplay logic in the patcher HOT 1
- Support the GOG version of the game HOT 1
- Allow invalid bonds in the ResNet input/output editors
- Patching doesn't always handle generic methods properly HOT 1
- Add a reactor right click menu and put there a button to swap waldo colors HOT 1
- Record 1-reactor productions as if they were researches HOT 2
- Rmember which page of ResNet you were on when going back to the main menu and reentering HOT 1
- random inputs reset to even amounts when edited HOT 1
- Remove "Return to assignment selection screen" question HOT 1
- waldo direction indicator HOT 1
- Generate reactor screen shots when recording solutions to production levels HOT 2
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