Allow hiding optional dependencies
Posted: Thu Jun 21, 2018 3:24 pm
What?
Allow specifying an optional dependency that is not shown in the in-game mod menu.
Why?
Sometimes fixing a cross-mod bug requires forcing a specific loading order. Mostly because the_other_mod does a too generic change in data-final-fixes (very few mods use data-updates). For example the_other_mod can do something like this: If the author of the_other_mod is unwilling or unavailable to implement a better solution then i have to force my mod to load after it, which requires using an optional dependency.
What's the problem?
The problem is that an optional dependency suggests that my mod a) does something positive when i detect the_other_mod, and b) that i endorse using the_other_mod, when infact the opposite might be the case. Thus i would like to make the dependency invisible. Could be as simple as specifying ! instead of ?.
As this is a pure GUI change i hope it can be fit into the rewrite :). Thank you for reading.
Allow specifying an optional dependency that is not shown in the in-game mod menu.
Why?
Sometimes fixing a cross-mod bug requires forcing a specific loading order. Mostly because the_other_mod does a too generic change in data-final-fixes (very few mods use data-updates). For example the_other_mod can do something like this:
Code: Select all
--unconditionally add a new crafting category
--messes up special player types that are supposed to have limited crafting
for _,x in pairs(data.raw.player) do
table.insert(x.crafting_categories,'new-stuff-x')
end
What's the problem?
The problem is that an optional dependency suggests that my mod a) does something positive when i detect the_other_mod, and b) that i endorse using the_other_mod, when infact the opposite might be the case. Thus i would like to make the dependency invisible. Could be as simple as specifying ! instead of ?.
Code: Select all
"dependencies" : [
"! the_other_mod >= 0.1.0"
]