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Mod Settings #76

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VasVadum opened this issue Feb 4, 2018 · 3 comments
Open

Mod Settings #76

VasVadum opened this issue Feb 4, 2018 · 3 comments
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@VasVadum
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VasVadum commented Feb 4, 2018

I'd like this mod to use the mod settings screen for features to allow things like server forced choices and default selections when playing single player.

Right now you have; Time of day, Evolution, Kill Count, Time played, Locations, Pollution for settings, with Day, Evo, Time, Location having advanced options.

Time of day can be a map setting, with a checkbox to allow in-game control for everyone.
Evolution can be a map setting, with a checkbox to toggle its advanced.
Kill count can be a player setting, so players can all choose this themselves, not a server specific setting.
Same for Time Played, a player setting rather than server setting.
Locations would be a map setting, with checkboxes for the options and allowing in game control.
Pollution would be another map setting.

Map settings, are things that would allow the server owner to force on everyone, so that only the server owner can choose how those options would work within a server.

Player settings, would allow the player to choose.

A checkbox in the map setting versions allowing player control again, would use the in game UI for allowing players to choose a setting.

There's also the option of adding all settings to both map and player screens, and having the mod use if else statements to first check "if mapset-evo-gui-evolution-counter == true then" before it checks the player setting version which I would assume might be "playset-evo-gui-evolution-counter" instead. So that if mapset is true, it will refer to playset instead. If false, it will skip playset checking.

I could come up with a settings file for you, if you would like the help with it. I checked the LUAs you made for the GUI and its too advanced for me to try and add any methods for that to be changed by settings, but a setting file I can do easily.

Example; https://pastebin.com/bCTkh6Fy
But I can finish this for you if you like it.

@narc0tiq
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Sorry for the late reply; it's not a bad idea, though I wouldn't include server-forced settings at all. Player's preferences for their EvoGUI display should be tied to the player (or at least their Factorio instance) rather than having to be reset for each map.

To balance this:

  • setting the settings is a quick job -- there aren't that many of them! And you don't usually need to change them after they're set.
  • settings are currently dynamically created according to available sensors -- settings files exist at init-time. All sensor-adding cooperating mods will have to add their own settings for visibility (none/always/popup) and inform the EvoGUI core what the current values are.

These problems aren't impossible to overcome by any means, but it seems like it will take some time to consider. I promise to keep this in mind for the next major version change.

@VasVadum
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The reason I like the idea of a server setting, is because I believe you shouldn't be allowed to access certain data, its cheaty to allow players to see the evolution level because then they know what to build and what not to build.

In my case, pollution detectors as a mod would be made semi-useless by the ability to see instant pollution anywhere you are.

@FuryoftheStars
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I kind of agree with both of you. An admin for a map can set each sensor to allow each player full control of their own sensors, or force certain settings. That way you can allow them full control to show day time however they want, while locking out evolution, for example.

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