Modded Keybinds: Do not reset for disabled mods
Moderator: ickputzdirwech
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Modded Keybinds: Do not reset for disabled mods
Currently, disabling a mod even temporarily will reset its keybinds to the defaults. It would be nice if keybinds for disabled mods were maintained, and only deleted / reset if the mod were completely uninstalled.
Re: Modded Keybinds: Do not reset for disabled mods
Just keeping them always would be preferable, even if the mod has been deleted. Especially useful if you have a setup with multiple mod folders.
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Re: Modded Keybinds: Do not reset for disabled mods
That's a good point, I hadn't considered the effect of mod directory switching. However, storing them globally even when a mod is deleted without a good way to clean them up isn't ideal either...
Maybe modded keybinds should be stored in the mod settings file now that it exists, rather than being lumped in with the base game's hotkey settings.
Maybe modded keybinds should be stored in the mod settings file now that it exists, rather than being lumped in with the base game's hotkey settings.
Re: Modded Keybinds: Do not reset for disabled mods
Mod settings are deleted once a mod is disabled/removed. Just as with keybindings this prevents cluttering.
One way around this would be to have settings and keybinds stored inside the save files. Here too settings & keybinds should be removed when the save is loaded without a mod.
One way around this would be to have settings and keybinds stored inside the save files. Here too settings & keybinds should be removed when the save is loaded without a mod.
My Mods: mods.factorio.com
Re: Modded Keybinds: Do not reset for disabled mods
I've got an idea to address these things that might make it's way into 0.16.
Something along the lines of time stamps saved with key bindings/mod settings. When a mod is removed the timestamp would stop getting updated and eventually when it's old enough it would be removed. If you disabled a mod for a few days it would still stick around.
Something along the lines of time stamps saved with key bindings/mod settings. When a mod is removed the timestamp would stop getting updated and eventually when it's old enough it would be removed. If you disabled a mod for a few days it would still stick around.
If you want to get ahold of me I'm almost always on Discord.
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Re: Modded Keybinds: Do not reset for disabled mods
I suppose using a global cache does prevent the issue of having to copy hotkey settings into each mod directory, despite the drawback of hidden behavior (expiration). Interesting idea.
Re: Modded Keybinds: Do not reset for disabled mods
So long as the duration is configurable and we as users have the ability to set it to never then it sounds like an idea. I still load up maps that I have not played for a year, with all the mods that I used for it, so I would really like those games to be playable without having to rebind the keys every time.