SoaSE: Eclipse Plugin (1.85)

SoaSE: Eclipse Plugin (1.85)

Eclipse Plugin project for Sins of a Solar Empire Modding. This plugin supports single project or multi-project mod files performing full validation for  syntax, keywords, valid values...

Tools Supported:
Entity Editor
Eclipse Editor builder/nature extension that provides visual feedback to the following validations.
Entity Definition View - Displays the syntax rules for the currently opened entity file.

Syntax Wiki

Summary of validations currently supported:

Boolean: Validates boolean entries contain TRUE or FALSE only
Brush: Validates a referenced brush entry exists for the value entered
Conditional Validation: Allows conditional structures to follow based on a field value
Key word: Validates all entity file key words are spelled correctly
Quotes: Validates any values requiring qoutes have beginning and ending quotation marks
Integer: Validates integer entries contain digits
Decimal: Validates decimal entries contain ####.#####
Entity References: Validates a referenced entity file exists for the value entered
String Reference: Validates a referenced String entry exists for the value entered
Sound Reference: Validates a referenced Sound entry exists for the value entered
Enumeration Validation: Validates an entry confirms to an allowed set of values (i.e. buffInstantActionType)
Iteration Validation: Validates repeating elements are correct
Structure Validation: Validates entries appear in the correct order in the entity file (configurable to allow unordered structures)
Explosion Validation: Validates a referenced explosion entry exists for the value entered
Texture Validation: Validates a referenced texture exists for the value entered
Particle Validation: Validates a referenced effect exists for the value entered
Sounddata Validation: Validates sounddata files for correctness including referenced sound files
GalaxyScenarioDef Validation: Validates galaxyScenarioDef files for correctness with 2 pass validations
StringInfo Validation: Validates English.str for correctness
Brushes Validation: Validates brushes files for correctness
Gameplay.constants: Validates the Gameplay.constant file for correctness
Explosiondata Validation: Validates sounddata files for correctness including referenced sound files
Galaxy Validation: Validates galaxy files for correctness and performs additional validations on referenced templates and design names.
Particle Validation: Validates particle files for correctness and performs additional validations on referenced templates and design names.

Content Assistance: [ctrl]+[space bar] on keywords or constants and get suggested completions
Syntax Coloring: change syntax coloring of entity files to suit your preferences (defaults to all black currently)
Hover Help: hover over a keyword and get additional details about the value or structure
Quick link to wiki syntax


It also occurs to me I've never shown how to validate Mini-mods to your main mod. 

It's actually pretty simple.

  1. Your main mod is already setup (if your not using this plugin I have no sympathy for you)
  2. Setup you mini-mod with Sins Validation
  3. Right click on the project properties and choose Project References
  4. Select the main mod or even mods that your mini-mod depends on

35,153 views 4 replies
Reply #1 Top

Glad you're still supporting this Zombie! I can't give you enough Karma.  ;)

Now that google code is down I guess I'll have to report some things so everyone else can get them fixed here. Turns out Rebellion map files can actually support spawning extra asteroids on planets after all. I only found out how to do it in galaxy forge fairly recently, but here's the syntax for them in the .galaxy file.

asteroidCount 2
asteroid
maxRefineryCount 1
extractionRate 0.400000
refineryRate 0.600000
pos [ 10000.000000 0.000000 20000.000000 ]
type "ResourceAsteroidMetal"
asteroid
maxRefineryCount 2
extractionRate 0.400000
refineryRate 0.600000
pos [ 10000.000000 0.000000 -10000.000000 ]
type "ResourceAsteroidCrystal"

 

Not a big deal but the plugin does give an error if you try to use this feature (though I expect most don't).

Reply #2 Top

gotcha, I can look at adding that in

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Reply #3 Top

Zombie or whoever on the SOA2 team figured this out... What files contain the call for the militia units in 1.85 It is driving me crazy that Vanilla ships have invaded our mod. Also, is this the same file list that is called for the Rebellion modifier from the tech tree?

 

Thanks in advance.

 

Reply #4 Top

Quoting Darvroth, reply 3

Zombie or whoever on the SOA2 team figured this out... What files contain the call for the militia units in 1.85 It is driving me crazy that Vanilla ships have invaded our mod. Also, is this the same file list that is called for the Rebellion modifier from the tech tree?

 

Thanks in advance.

 

SOA2 Team?

It's the gameplay.constant file, the same file that defines the pirate raids and MANY other things. Always a good place to look.

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