knowledge_scope
Set or clear the active DayZ mod set to control which mod folders answer API queries. Narrow answers to selected mods, with refusals naming the mod that holds found items, or clear scope to restore full index coverage.
Instructions
Declare, inspect or clear the active mod set.
With no arguments it reports the set in force and every mod folder the dependency layer holds, so a caller can see what there is to choose from.
mods=[...] narrows every knowledge answer to those mod folders. The game
and the project's own code always answer -- the game is the substrate a
DayZ mod is written against, and the project layer is the code being
written, so narrowing either would report "no such class" about code you
are looking at.
Nothing is hidden by the narrowing. A search whose answer lies in a mod outside the set does not come back empty: it comes back naming the mod that holds it, and it comes back as a refusal, so it cannot be read as "no such thing". That is the whole point of the feature -- an invisible narrowing is the same silent lie as an answer from a stale layer.
source is free text saying where the set came from ("the server at
clear=True returns the index to answering from every mod it holds. An
empty mods=[] is refused rather than read as "narrow to nothing": those
are different requests and only one of them is ever meant.
The set is stored beside the index and survives a restart. It is NOT
changed by server_mods, which only proposes one.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mods | No | ||
| note | No | ||
| clear | No | ||
| source | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ok | Yes | ||
| data | No | ||
| hint | No | ||
| error | No |