Hi,
When creating a mod, we can add prerequisites on other mods. But then we have settings, imagine mod Y depends on mod X becose mod Y wants to use some functionality of mod X. Mod X on the other hand has that functionality marked as 'optional', meaning you can enable/disable it through a setting.
Use case: as of now, the mod Y must prompt the player if the settings in mod X aren't set correctly to its minimal requirements. If we look at most mods, settings-updates and settings-final-fixes aren't used to it's full potential... If we could set settings 'hidden', for example by a flag, then that setting would always use its 'default' assigned value.
This would mean that mod Y could change the default setting of mod X to its desired value, and then setting it hidden, so the player cannot change it. This would allow mod Y to not prompt the player anymore to make sure all settings are set correctly. This is not so much annoying when we're talking about a single setting for a single mod, but when we're talking several setting with several options on mods like bob & angel, this can get quite frustrating.
Kind regards
lovely_santa
Allow settings to be set 'hidden'
- lovely_santa
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Re: Allow settings to be set 'hidden'
+1
"hidden" or just "disabled" is very useful for mods with a lot of settings.
For example:
* Enable something [bool]
* Specify parameter if previous setting was enabled [int]
The second setting must be visible / enabled only when the first one is true and you don't need it when it was false.
"hidden" or just "disabled" is very useful for mods with a lot of settings.
For example:
* Enable something [bool]
* Specify parameter if previous setting was enabled [int]
The second setting must be visible / enabled only when the first one is true and you don't need it when it was false.
- lovely_santa
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Re: Allow settings to be set 'hidden'
That might be neat, but adding conditional settings might not be easy to implement for the devs? The 'disabled/enabled' parameter might be neat for setting conditions when to enable it (similar on how dependency version requirements work in info.json?)
What I want however is for the setting to still be there, altered by the player for how mod X (the mod that made the setting) sees it, but hidden behind the curtain by mod Y and setting the fixed/desired (default) values that mod X will see).
Both settings might be nice to have.
Re: Allow settings to be set 'hidden'
Implemented:
and 833160.18.20 changelog wrote:Added mod-setting value "hidden" to hide mod settings from the GUI.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
- lovely_santa
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Re: Allow settings to be set 'hidden'
I explicitly asked to use the default value defined in the settings prototype and not the default that the player has set it to, this has unwanted behaviour:
So by this I request that this is moved back to "Modding interface requests" instead of "Implemented mod requests".
- Assume mod X want a setting from mod Y to be set at option A, so it does set the default to that, and hides the setting.
- Prior to loading my modpack, I first load mod Y, which will have the setting exposed (because mod X is not present to hide it). I manually set the setting to option B.
- I load my modpack now, mod X and Y are present. Mod X will change the default value and hide the setting. Because the setting was stored in the mod-settings.dat file, option B will be used to load the game, independent if the setting is hidden or not.
So by this I request that this is moved back to "Modding interface requests" instead of "Implemented mod requests".