I would like to know if it is possible by mods in "neo scavenger" for android mobile
In would also like to find out when, if and how mods for Android devices are possible.
As would I like to know
Unfortunately, mods don't seem to be possible on Android (or iOS) so far. The code to make them run is there (and is running, in fact). But we've had significant issues with performance so far when testing mods, so they're currently on hold.
Dan Fedor - Founder, Blue Bottle Games
The code for loading mods is running? How so?
Scouting data structure, I found that .apk contain /assets/assets/mods
with sample mods and getmods.php, so my first - trivial - attempt, was
to re-pack and re-sign .apk with my mods added and getmods.php
I was able to successfully install modified version of Neo Scavenger
mobile on my device (I am double-sure that re-packed .apk is in
effect), but it doesn't seem to have any effect - obviously, no mods
working, but also no breakage, as would be expected for modifications
injected by mods being incompatible with changes done to mobile .xml
So, the question is - does the game even try to load things from (inside .apk)
/assets/assets/mods ? If not, where it expect the mods files, for the geeks out there willing to experiment with mods (even if it require re-packing .apk file), neverminding possible performance problems?
I've also tried placing mods (and getmods.php) outside .apk, in /data/data/com.bluebottlegames.neoscavengermobile, where NEO Scavenger mobile keeps it save files, etc - attempted to put them both in main directory and in files subfolder, in both cases in or outside created mods directory.
Also, tried creating my own directory of ~/Android/data/com.bluebottlegames.neoscavengermobile and placing mods there, with or without /mods/ directory and /files/ middle-man folder.
No joy in any case - if the code for loading mods is indeed running, I have no idea where it expects the files to be.
"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."