I'm not entirely sure what the base game options are any more, but AFAIK, it should be possible to change them similar to base game stats via the config options, especially since I separated penalties from bonuses.nagapito wrote:I made the mod that changes your modules to have vanilla bonuses, so they arent so powerful. The modules bonuses I am overriding on the module itself since your 'step' system makes configuring the intermediary values a lot of trouble and results in strange values for the intermediary levels. And it also does not allow to have different energy bonuses per module type.bobingabout wrote:If you were to overide them, then you would overide the settings menu, yes.nagapito wrote:A little off topic but... since the settings are global, can I override the default values with a second mod that has the first mod registered as a dependency?
Like, make my mod depend on, let say, bob's modules, and on my data.lua set values to the settings? Then my values would be the ones used right?
And what would happen if the user changed the settings. Will my mod always override user configuration on client load?
However, since I define and use them in the same phase, the only way for you to overide them would be to do it on the module itself, not using my settings.
Pretty much everything that can be configured adds an option to the ingame menu now though, so I'm not sure why you'd want to overide my settings.
But my issue is with the raw/green/god and productivity effect options. If I could override them when the mod is present, the player would not have to go disable them manually.
In the end, its a small inconvenient that I am willing to live with but was curious if there was a way of doing it properly.
but yes, there is still the slight issue that the consumption cost of speed modules will be the same as the cost on productivity modules, or fairly close anyway (my steps must be linier, base games arn't)
To have the same values for MK1 and MK3 (but not quite MK2) based on Productivity's consumption rather than speed's, set them to...
Speed bonus start: 0.05
Speed bonus per level: 0.15
it then goes 0.2, 0.35, 0.5 (Speed is actually 0.2, 0.3, 0.5)
Consumption bonus start: 0.2
Consumption bonus per level:0.1
it then goes 0.3, 0.4, 0.5, same as consumption module.
Productivity bonus start: 0.01
Productivity bonus per level: 0.03
it then goes 0.04, 0.07, 0.1 (Productivity is actually 0.04, 0.06, 0.1)
Consumption penalty start: 0.2
Consumption penalty per level: 0.2
it then goes 0.4, 0.6, 0.8 (Same as productivity, speed is 0.5, 0.6, 0.7, and can be done with 0.4 start and 0.1 per level)
Pollution penalty start: 0.025
Pollution penalty per level: 0.025
it then goes 0.05, 0.075, 0.1 (Same as productivity module)
Speed penalty start: 0.15
speed penalty per level: 0
It then stays at 0.15 for all 3 levels, same as productivity module.
Turn on Speed penalty of productivity option.
That's about as close to base game config as you can go.
Why no options for each module? Well, I can do it, but be honest, the config list is long enough as it is, do you really want me to change them to allow you to configure the options per module, and allow you to define the value for each tier? the list would be several screens long. I decided to go with what I did to give you a very configurable set of options, without going over the top.
As for merged, no, there's no way to bypass the config options as is, they're used directly in the data phase, so if your mod follows mine, they've already been used to create the merged modules.
Honestly though, with all you want to change in my mod, it sounds like you'd be better off telling people to not use it, you seem to want to override pretty much everything.