It sounds fair. Yes, that option has some drawbacks. Players are involved more for custom configuration. And after they have received update, they need to re-configure again. It is up to you to keep it as is. It is your mod anyway.DRY411S wrote:Agreed, but I implemented it this way to make it easier for the player, not easier for the Modder.Mooncat wrote:
Hi, I saw your mods on mod portal. It feels a little bit weird to see a mod separated into different entries. And a question came to my mind: how the hell can someone maintain their works like this? If something is changed, he needs to apply the change 4 times.![]()
We will have to agree to disagree.Mooncat wrote:Yes, recipes and other things can only be created in data phase. They are all loaded during the loading screen of the game. Once loaded, the data table is gone and no more things can be added. So, in-game configuration is not a good option.
But you can also consider pre-game configuration which I would prefer in your mod as a player. You can put the value in, for example, config.lua. Then, use this value to create recipes in data.lua. The data file is just a lua file anyway, you can still do some maths inside it.To change the percentage by unzipping the mod, opening the config.lua and editing it was in my opinion too much to expect a player to do. Allowing them to change percentages using the in-game Mods menu is a better way for a normal player.
And of course, the 'triggers' are optional. I didn't want to force people to use a trigger.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)