Comments (3)
PCK versus ZIP pack file formats¶
Each format has its upsides and downsides. PCK is the default and recommended format for most use cases, but you may want to use a ZIP archive instead depending on your needs.PCK format:
Uncompressed format. Larger file size, but faster to read/write.
Not readable and writable using tools normally present on the user's operating system, even though there are third-party tools to extract and create PCK files.
ZIP format:
Compressed format. Smaller file size, but slower to read/write.
Readable and writable using tools normally present on the user's operating system. This can be useful to make modding easier (see also Exporting packs, patches, and mods).
https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html#pck-versus-zip-pack-file-formats
From the docs - so basically file size vs. loading speed.
from godot-mod-loader.
Can be packaged via GDScript, whereas ZIPs can't be. So if we develop tooling to package mods, they'll have to be PCK.
This can be circumvented by calling an "external" tool via OS.execute()
to zip something inside a godot plugin.
This is currently used in the Plugin
The downside with that is, if you use a godot 4 .exe, you ship over 60 MB to zip some files.
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I'm gonna close this for now to declutter the issues. I think we decided to use ZIP, at least for now. It should help with integrations too so I think we're all good here 🤗
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Related Issues (20)
- 🚀 Contributors - Getting Started 🚀
- [4.x] Duplicating a global named script class (i.e. in `script_extension.gd`) causes an error. HOT 7
- autoload position check only uses `current_options`
- Possible memory leak with script extensions HOT 1
- `load_before` should allow setting the same mod as `optional_dependency` or `dependency`
- add a nice way for mods to check if another mod is in use (loaded and active)
- latest build kinda doesen't work with self-setup guide HOT 4
- Add a ziped version of the loader to releases that can be used for self-setup. HOT 1
- Update Example Mods HOT 1
- User Profiles - mod dependency handling HOT 1
- Self setup missing classes crash HOT 1
- Extending scripts attached to a preloaded scene HOT 1
- Load extensions and overwrites from directory HOT 2
- edit / extend custom resource
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- automatically refresh scenes if their script is extended HOT 2
- remove unused `unpacked_dir` from `InheritanceSorting`
- Add `steam_workshop_id` to mod manifest HOT 1
- Add the possibility to include a default/preset profile HOT 1
- Enable the extending of existing extensions existing in a dependency HOT 3
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