Make save game overwrites less dangerous

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malventano
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Re: Make save game overwrites less dangerous

Post by malventano »

Twinsen wrote:
Tue Jan 28, 2020 3:49 pm
Nonetheless, in order to avoid problems, I added an overwrite confirmation in a few situations
  • if the selected save is saved in a newer version than what you are about to save
  • if the selected save has more playtime on it than what you are about to save
If the selected save has more than 5 hours of playtime on top of what you are about to save, the confirmation text will add an extra warning.
That’s an elegant way to address it, and should cover all of the related cases I’ve seen reported thus far. Thanks for taking the time to look at this one!

Edit - checked to see if this was in 0.18.2, and it doesn't appear to be. I'll reconfirm on 0.18.3.
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Re: Make save game overwrites less dangerous

Post by Dev-iL »

Mods - move to implemented suggestions?
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Re: Make save game overwrites less dangerous

Post by Ironhair »

Thank you for your perseverance, malventano

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Re: Make save game overwrites less dangerous

Post by n_slash_a »

Twinsen wrote:
Tue Jan 28, 2020 3:49 pm
There are many reasons for the current behavior. Typically you are expected to save over your previous save to avoid file cluttering. If not, you will typically only change the last digit(s), e.g. no_spoon_playthough_try_2_3 - > no_spoon_playthough_try_2_4, so selecting your last save is preferred.

Also we really don't like treating the user like an idiot and confirming any possibly harmful action.

Nonetheless, in order to avoid problems, I added an overwrite confirmation in a few situations
  • if the selected save is saved in a newer version than what you are about to save
  • if the selected save has more playtime on it than what you are about to save
If the selected save has more than 5 hours of playtime on top of what you are about to save, the confirmation text will add an extra warning.
I like it! Very much in line with the current "exit the game" functionality.

One more use case possibly? If the selected save has a different map string than the current save.

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Re: Make save game overwrites less dangerous

Post by Twinsen »

n_slash_a wrote:
Thu Jan 30, 2020 11:15 pm
One more use case possibly? If the selected save has a different map string than the current save.
I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean.

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Re: Make save game overwrites less dangerous

Post by valneq »

Twinsen wrote:
Fri Jan 31, 2020 10:19 am
n_slash_a wrote:
Thu Jan 30, 2020 11:15 pm
One more use case possibly? If the selected save has a different map string than the current save.
I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean.
If not the entire map exchange string, maybe only the map seed?

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Re: Make save game overwrites less dangerous

Post by Ranger_Aurelien »

malventano wrote:
Tue Jan 28, 2020 4:01 pm
Edit - checked to see if this was in 0.18.2, and it doesn't appear to be. I'll reconfirm on 0.18.3.
viewtopic.php?f=3&t=80665

"Changes
Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save."
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Re: Make save game overwrites less dangerous

Post by n_slash_a »

Twinsen wrote:
Fri Jan 31, 2020 10:19 am
n_slash_a wrote:
Thu Jan 30, 2020 11:15 pm
One more use case possibly? If the selected save has a different map string than the current save.
I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean.
Understand, I figured the exchange string would have also been easy to access. Thanks much!

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Re: Make save game overwrites less dangerous

Post by MiniHerc »

Twinsen wrote:
Tue Jan 28, 2020 3:49 pm
There are many reasons for the current behavior. Typically you are expected to save over your previous save to avoid file cluttering.
That's like expecting a camera to always overwrite the last photo taken since "who needs all those photos anyway amirite?"

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Re: Make save game overwrites less dangerous

Post by Twinsen »

Ambaire wrote:
Thu Feb 13, 2020 9:50 am
Twinsen wrote:
Tue Jan 28, 2020 3:49 pm
There are many reasons for the current behavior. Typically you are expected to save over your previous save to avoid file cluttering.
That's like expecting a camera to always overwrite the last photo taken since "who needs all those photos anyway amirite?"
That's like expecting your software to always keep the previous version when doing an update. "who doesn't need all previous 157 builds amirite?"

Apples and oranges man.

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Re: Make save game overwrites less dangerous

Post by MiniHerc »

Twinsen wrote:
Tue Jan 28, 2020 3:49 pm
  • if the selected save is saved in a newer version than what you are about to save
  • if the selected save has more playtime on it than what you are about to save
What about "if the selected save has a different map seed / exchange string than what you are about to save" ?

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Re: Make save game overwrites less dangerous

Post by JasonC »

Twinsen wrote:
Fri Jan 31, 2020 10:19 am
n_slash_a wrote:
Thu Jan 30, 2020 11:15 pm
One more use case possibly? If the selected save has a different map string than the current save.
I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean.
So, I have another case I'd like to see cause an overwrite prompt:

If the file you are saving as has a different name than the file the current map was loaded from / last saved as.

This would cover *all* of my misclicks and screwups.
Took a break from 0.12.29 to 0.17.79, and then to ... oh god now it's 1.something. I never know what's happening.

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