Mod config options.

Post your ideas and suggestions how to improve the game.
Post Reply
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 6667
Joined: Fri May 09, 2014 1:01 pm
Contact:

Mod config options.

Post by bobingabout » Tue May 10, 2016 10:54 am

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

kovarex
Factorio Staff
Factorio Staff
Posts: 7291
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Mod config options.

Post by kovarex » Tue May 10, 2016 12:35 pm

Yes, and submods. I'm planning this for years :)

Post Reply

Return to “Ideas and Suggestions”

Who is online

Users browsing this forum: No registered users