[0.15.32] mod settings orders mods seemingly random

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Optera
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[0.15.32] mod settings orders mods seemingly random

Post by Optera »

Problem:

At glance the load order seems to be random. However checking with the logfile it seems they are ordered by their load order.
This makes finding a specific mod setting increasingly more difficult as more and more mods include a plethora of settings.
2017-08-02-19-07-04-8051049.jpg
2017-08-02-19-07-04-8051049.jpg (86.5 KiB) Viewed 1870 times
current.log
Expected:

Mods are ordered alphabetical
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Re: [0.15.32] mod settings orders mods seemingly random

Post by Rseding91 »

Thanks for the report. Mods are sorted by the dependency order and so are the settings. It keeps the sort order the same on all platforms and independent of language. It's also the order mods are loaded in, events are fired in, and so on.
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Re: [0.15.32] mod settings orders mods seemingly random

Post by Optera »

You may categorize it as working as programmed, but it certainly is not working as players expect.
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Re: [0.15.32] mod settings orders mods seemingly random

Post by Klonan »

Optera wrote:You may categorize it as working as programmed, but it certainly is not working as players expect.
Not meeting a players expectation isn't a bug,
However I will add it to our 0.16 UX overview to discuss if its worth fixing
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Re: [0.15.32] mod settings orders mods seemingly random

Post by Pi-C »

I'm sorry for reviving a thread as old as this one, but as it is regarded good practice to search the forum before shooting out a question that has already been asked, I'll just do it anyway. :-)
Klonan wrote: Wed Aug 02, 2017 7:20 pm Not meeting a players expectation isn't a bug,
However I will add it to our 0.16 UX overview to discuss if its worth fixing
Obviously, sorting mods alphabetically in the Settings menu has not been deemed worthy for 0.16 -- but now, we are getting close (judging by the increasing time between updates) to 0.17 getting stable and I feel it is time to bring this up again: Would you, please, consider to make the mods in the mod settings' menus appear in alphabetical order?

If you have more than a handful of mods installed, finding a particular mod in the list is tantamount to finding the proverbial needle in the haystack. You start to look for one name, and the list looks like it is sorted, than you get to the end of the alphabet -- and when you think you're almost done, it starts all over again. Here's an extreme example, from my Mod Settings-->Startup list:
  • Asphalt Roads
  • Bio Industries
  • […]
  • Toxic Forest
  • Warehousing Mod
  • Alien Biomes
  • Cargo Ships
  • […]
  • VortiK's Deep core mining
  • Geothermal
  • steinios unlasting oil
It's already quite a chore to check one list -- but there actually are three lists (Startup, Map, Per player) one has to search! Add to this that some mod names include articles (e.g. The Ruins Mod), some mods include the author's (e.g. Bob's X, Pyanodons [sic!] Y, Amator Phasma's Z) or series' (e.g. AAI, Space Exploration) names, that some names are descriptive (e.g. Realistic this or that) and some are puns (e.g. The Mod That Makes Anything And Everything Better), and you will easily see why it is important to present the list of configurable mods in some way that makes sense to users. Please do note that not everybody keeps track of the order mods have been loaded -- that's something happening under the hood and not really clear unless you check the log file!
Rseding91 wrote: Wed Aug 02, 2017 5:50 pm Mods are sorted by the dependency order and so are the settings. It keeps the sort order the same on all platforms and independent of language.
From what I've read about modding, it's mainly about generating and updating tables of prototypes, entities, etc. Wouldn't the following be a feasible procedure?
  1. On starting Factorio, generate an empty table.
  2. Load mod. If its settings can be configured, add its name to the new table.
  3. Proceed with step 2 until all mods are loaded.
  4. IF (selected locale for game) != (default locale) THEN
    • For each mod in table do:
      • IF mod contains (locale selected for game) AND ([mod-name] is set THEN replace mod name in table with [mod-name].
  5. Sort table by mod name.
  6. Create mod settings GUI.
  7. For each mod in table do:
    • Add mod with (localized) mod settings to GUI.
Most of this pseudo code seems to be implemented already: I just set the game's locale to German for the first time, and German names/options are used in the mod settings menu. I'm not sure how hard it would be to implement the rest, and how much it would delay the start-up time, but I'd be happy to wait a bit longer if it means that I can find a particular mod's settings more easily! :-)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: [0.15.32] mod settings orders mods seemingly random

Post by eradicator »

I've said time and time again that the whole "one giant list" approach is flawed. The mod installation manager does it much better. A) It uses much more of my screen, and B) it has an alphabetic list of mod names on one side, and then the associated data on the other. Haven't gotten up hope that the settings menu will be improved with the ongoing GUI overhaul...
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