[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Pushing out v15j.4 for both, to fix a small bug in Enhanced Object Compare.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
With the upcoming 1.6 release suddenly breathing down my proverbial neck,
it's time to start considering merging some addons into ZOmnibus and/or ZOmnibus Lite, and I'm posting this to solicit input about which (if any) addons should be added to one or both for v16.
Currently I have 57 released and active addons that are not already a component of either ZOmnibus or ZOmnibus Lite (and, of course, are not themselves ZOmnibus or ZOmnibus Lite); for reference, I'm categorizing them roughly as follows:
Ha Ha, No:
Addons that are fairly obviously too "questionable" to include in either:
Addons that require one of the DLCs (Embers of Rage or Forbidden Cults), and thus can't be merged into either without making them DLC-dependent:
Addons that make low-level structural or environmental changes that aren't really amenable to enabling or disabling via game option, and are probably too much of a change to go into ZOmnibus without that:
My various "class tweaks" addons, which might be too much of a change for ZOmnibus and definitely couldn't go into ZOmnibus Lite:
Addons that I'm not sure about; they could maybe go into ZOmnibus (though it would be a stretch for some), but definitely not ZOmnibus Lite:
Addons that qualify under some of the reasons for omitting addons from ZOmnibus Lite, like "protection from not paying attention" or "otherwise unavailable information"; they could maybe go into ZOmnibus, but definitely not ZOmnibus Lite: Ooh, Tough Call:
Addons that might be suitable for ZOmnibus or ZOmnibus Lite, but would probably need a game option to turn their effect on/off: Sure, Why Not?
Addons that strike me as purely cosmetic or quality-of-life, and/or have game options to turn off their functionality for anyone who doesn't want it, and so should be perfectly fine in both ZOmnibus and ZOmnibus Lite: So. Thoughts?


Currently I have 57 released and active addons that are not already a component of either ZOmnibus or ZOmnibus Lite (and, of course, are not themselves ZOmnibus or ZOmnibus Lite); for reference, I'm categorizing them roughly as follows:
Ha Ha, No:
Addons that are fairly obviously too "questionable" to include in either:
- Slightly More Adventurous
- Ambush Escape
- Stop Hitting Yourself!
- Ignore Campaign/Difficulty Locks
- Ignore Race/Class Locks
- Pride Goeth
- Nur Kit
- Proper Possession
- 50 by the Sanctum
- Utility Supplies
- Worms Don't Walk
- Actually Usable Damage Reduction
Addons that require one of the DLCs (Embers of Rage or Forbidden Cults), and thus can't be merged into either without making them DLC-dependent:
- Ruined Cave Floor Sort
- Drake-Infused Forgiveness
- Prophecy Management
- Actually Useful Artifact Steamguns
- Tinker Tinkering
- Interact with the Worm
- Visibly Looted Stalls
Addons that make low-level structural or environmental changes that aren't really amenable to enabling or disabling via game option, and are probably too much of a change to go into ZOmnibus without that:
- Melinda on the Map
- Merchant on the Map
- Escort Rescheduling
- No Escort Quests
- Requiescat In Pace
- Schrödinger's Lore (deprecated in favor of Mark 2)
- Invasion Portal Rain Check
- Lumberjack on the Map
- Schrödinger's Lore (Mark 2)
- Sword-n-Boardin'
- Plot Disarming
My various "class tweaks" addons, which might be too much of a change for ZOmnibus and definitely couldn't go into ZOmnibus Lite:
- Arcane Combat Tweaks
- Classic Berzerker Remix
- Sun Paladin Tweaks
- Possessor Tweaks
- Temporal Warden Tweaks
Addons that I'm not sure about; they could maybe go into ZOmnibus (though it would be a stretch for some), but definitely not ZOmnibus Lite:
- Auto-Usable Wards
- Use Alchemist Gems From Inventory
- Fungal Regeneration
- Golem Speed Lock
- Staff Infusion
- Worm that Walks as Fast as You
Addons that qualify under some of the reasons for omitting addons from ZOmnibus Lite, like "protection from not paying attention" or "otherwise unavailable information"; they could maybe go into ZOmnibus, but definitely not ZOmnibus Lite: Ooh, Tough Call:
Addons that might be suitable for ZOmnibus or ZOmnibus Lite, but would probably need a game option to turn their effect on/off: Sure, Why Not?
Addons that strike me as purely cosmetic or quality-of-life, and/or have game options to turn off their functionality for anyone who doesn't want it, and so should be perfectly fine in both ZOmnibus and ZOmnibus Lite: So. Thoughts?
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
pretty much agree on all the categorisation you did.
Effects under actor should definitely go in both Zomnibus and lite, it makes screen so much more readable, big QoL.
Effects under actor should definitely go in both Zomnibus and lite, it makes screen so much more readable, big QoL.
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Can't you just use a check to see if the relevant DLC is active?
if game:isAddonActive("....")
if game:isAddonActive("....")
My feedback meter decays into coding. Give me feedback and I make mods.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
So that's one vote so far for Effects Under Actors; I've also gotten comments on the Steam pages for Juggle Hotkeys On Unwield and Longer Character Names to the effect of "Why isn't this in ZOmnibus?", which I'm also counting as votes. Any others?
Possibly; depends on how involved the addons' changes are. Thing is, I almost certainly didn't do that when I wrote those addons, counting on the 'requires_addons' flag to do that work for me, so any of those addons would need an extra going-over in the process of adding to ZOmnibus. Are there any of them that you think would be suitable for inclusion?HousePet wrote:Can't you just use a check to see if the relevant DLC is active?
if game:isAddonActive("....")
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
I'd see no reason not to add Das Blinkenlights, it's just QoL. Same for Visibly Looted Stalls (with an add-on check). I'd probably say go ahead and add Wall Clock, with a game option to toggle it on and off, too. Plus those already mentioned.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Both of those make sense. And the "UI | Wall clock format" option already has a "No clock" setting; I'd just have to arrange for that to be the default in ZOmnibus.nsrr wrote:I'd see no reason not to add Das Blinkenlights, it's just QoL. […] I'd probably say go ahead and add Wall Clock, with a game option to toggle it on and off, too. Plus those already mentioned.
I was kind of under the impression that rexorcorum was planning to add something similar to EoR, actually.nsrr wrote:Same for Visibly Looted Stalls (with an add-on check).
"Blessed are the yeeks, for they shall inherit Arda..."
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- Halfling
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Zomnibus seems to have issues with the Cult mechanic where you runes are spawned for the portal. Results in a critical bug basically results in the map not spawning and time not progressing
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Hmm, I'll need more information (like what a "Cult mechanic" is; something in Forbidden Cults, I'm assuming?). If you have a log file, a stack trace would definitely help. Oh, and is this in the 1.5.10 release or the 1.6 betas?Phantomfrettchen wrote:Zomnibus seems to have issues with the Cult mechanic where you runes are spawned for the portal. Results in a critical bug basically results in the map not spawning and time not progressing
"Blessed are the yeeks, for they shall inherit Arda..."
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- Low Yeek
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Since we're closing in at the end of the ToME beta, could we start getting testing versions of the ZOmnibus mods?
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
I'm not sure how that would work, though. Putting them up on Steam would probably mess things up for people playing the release version, and attaching them here and having people install them manually would probably interfere with auto-updating. Besides, DarkGod was pretty adamant about only using official addons for testing purposes.Adventurer wrote:Since we're closing in at the end of the ToME beta, could we start getting testing versions of the ZOmnibus mods?
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Yes, please only official addons.
Zizzo is doing a GREAT job with all his addons, don't make him also support betas
Zizzo is doing a GREAT job with all his addons, don't make him also support betas

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Low Yeek
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Could you at least add a 1.6 tag on the Steam Workshop and get rid of the Version_2 tag? 1.6 addons have already been going up, it would go a long way to determine what's been updated and what hasn't been.darkgod wrote:Yes, please only official addons.
Zizzo is doing a GREAT job with all his addons, don't make him also support betas
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
And the moment you've all been waiting for,
release v16 for both ZOmnibus and ZOmnibus Lite. In addition to changes from Store Wish List, Restart Sustains, Talent Point Planner, Prodigious Progress, Enhanced Object Compare and Passive Cooldowns, we also incorporate new addons Effects Under Actors, Juggle Hotkeys On Unwield, Longer Character Names, Das Blinkenlights and Wall Clock. This gives us some new game options from the new component addons; their initial default values for ZOmnibus and ZOmnibus Lite are:

- "UI | Wall clock format": No clock
- "UI | Display effects under actors": Enabled
- "UI | "Flatten" overlapping effects": Disabled
- "UI | Hotkey handling on unwield": Default
- "UI | Remove hotkey on drop": Disabled
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Aaand here's the proverbial other shoe I've been expecting to drop. For weeks now I've been thinking, "okay, surely any minute now I'm going to get a flood of bug reports for all the stuff I no doubt missed in the 1.6 update."
Well, I dunno if this counts as a flood, but v16a includes fixes for Talent Point Planner, Passive Cooldowns, Inventory Keys, Enhanced Object Compare and Restart Sustains.

"Blessed are the yeeks, for they shall inherit Arda..."