Basically... When mods allow you to change a few variables (Turn on this, change value of that, etc), they usually do it by providing a config.lua file. This file then contains all the options that can be changed.
The problem is... For starters, people are presented with code, and have to edit text manually, we shouldn't assume that all people are comfortable doing this. this also leads to situations where in multiplayer, people can have the same list of mods, which are all different (due to config options)
My suggestion is... Well, OpenTTD inspired, Mods in OpenTTD are in the way of GRFs, and in the GRF management screen, certain GRFs can have options that are presented on this screen in a similar way to how you currently turn mods on and off.
So basically, what I want is an in game mod management system that holds the config options rather than being an editable lua file. Something that would allow Locale translations, tickboxes and sliders instead of editing text.
Now, eventually this would allow the mod config options to be distributed by the server to all clients (I know, we need to wait for additional functionality for it to be multiplayer compatible, like being able to transfer whole mods), rather than just error at us due to them being different.
Mod config options.
Moderator: ickputzdirwech
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Re: Mod config options.
Yes, and submods. I'm planning this for years