When custom input is first defined during data stage, it is, apparently written down into config.ini of the game.
If later definition is changed, the key sequence in config.ini is unchanged. Rather confusing.
How else would you expect user-customizable settings to work? The game has no way of knowing if the user made the key sequence what it is or if it was the default from before and should change to the new default.
That's by design. Use the "reset" button in controls if you want to go back to defaults.
[0.14.7] custom-input definition changes do not affect key settings
[0.14.7] custom-input definition changes do not affect key settings
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: [0.14.7] custom-input definition changes do not affect key settings
How else would you expect user-customizable settings to work? The game has no way of knowing if the user made the key sequence what it is or if it was the default from before and should change to the new default.When custom input is first defined during data stage, it is, apparently written down into config.ini of the game.
If later definition is changed, the key sequence in config.ini is unchanged. Rather confusing.
That's by design. Use the "reset" button in controls if you want to go back to defaults.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.14.7] custom-input definition changes do not affect key settings
Don't write the value into config.ini until the user changed it. Then when you load the keybinds from config.ini, if a value isn't found, use the default.Rseding91 wrote:The game has no way of knowing if the user made the key sequence what it is or if it was the default from before and should change to the new default.
Is this topic weird for anyone else?

Re: [0.14.7] custom-input definition changes do not affect key settings
How do I hit a reset button through the api?Rseding91 wrote: That's by design. Use the "reset" button in controls if you want to go back to defaults.
Why is the key sequence defined in data.lua at all then? Pretty much every other object doesn't store its data anywhere outside the mod and is affected to a full extent by changes of its prototype.
Why not move the default keys of custom input into separate file, values from which are used if player hasn't set default ones.
Also, custom input keys currently linger in the config after the related mod is disabled.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: [0.14.7] custom-input definition changes do not affect key settings
That's not how any of the control settings work.Zeblote wrote:Don't write the value into config.ini until the user changed it. Then when you load the keybinds from config.ini, if a value isn't found, use the default.Rseding91 wrote:The game has no way of knowing if the user made the key sequence what it is or if it was the default from before and should change to the new default.
It for some reason didn't include the [quotes] brackets when I hit reply.Zeblote wrote:Is this topic weird for anyone else?
If you want to get ahold of me I'm almost always on Discord.
Re: [0.14.7] custom-input definition changes do not affect key settings
It's defined in the data because that's the default value. If you didn't define it then it would be blank and every person who used the mod would have to manually define what they wanted to use for the control to use it.Adil wrote:How do I hit a reset button through the api?Rseding91 wrote: That's by design. Use the "reset" button in controls if you want to go back to defaults.
Why is the key sequence defined in data.lua at all then? Pretty much every other object doesn't store its data anywhere outside the mod and is affected to a full extent by changes of its prototype.
Why not move the default keys of custom input into separate file, values from which are used if player hasn't set default ones.
Also, custom input keys currently linger in the config after the related mod is disabled.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.14.7] custom-input definition changes do not affect key settings
I don't see why it can't work like that?Rseding91 wrote:That's not how any of the control settings work.Zeblote wrote:Don't write the value into config.ini until the user changed it. Then when you load the keybinds from config.ini, if a value isn't found, use the default.Rseding91 wrote:The game has no way of knowing if the user made the key sequence what it is or if it was the default from before and should change to the new default.