1. I started off by adding 4 options, like you can see from my post above. Like you can also see, they were all tests.
2. I renamed the first option and started fiddling around, and got it working like I want.
3. I removed the 3 other test options and added 1 new one. There are now 2x int-options exclusively.
4. After loading up the savegame, settings.get contained a boolean-value for the newly-added option.
5. If I went to the mod options screen and clicked the Reset and Reload buttons, the interface would swap between a text field with a number in it and a checkbox.
I frankly have no idea if the steps above reproduce it, but it does feel like this might be a bug in how your store the options - it seems to me like the 2nd "real" option I added after I removed the 3 fake ones inherited the boolean value from my test setup posted above - as you can see, the 2nd option in the test setup from the post above is a boolean-option.
This leads me to believe that the settings and the values are stored in two tables on the backend, and that both tables are indexed - and that they are not "cleaned" properly when required.
In any case, enough rambling.
EDIT: Also, it might be good if you show the cfg-description text on hover of the input fields/checkboxes/whatever as well. If at all possible - I know you guys are not pleased with the UI library.
I can also, from personal experience, tell you a few more things people will be asking for quite soon, that you might as well add to the TODO
1. Show mod name instead of ID
2. Collapsible mod-options structures that remembers toggle, you know like
Code: Select all
[+] mod-name-that-is-collapsed
[-] expanded-mod
- setting 1
- setting 2
[+] another-collapsed-mod
4. Individual reset buttons per mod
Thanks for reading.