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[Feature Request] Currently Active Mods #11

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shadoxxhd opened this issue Feb 8, 2018 · 2 comments
Open

[Feature Request] Currently Active Mods #11

shadoxxhd opened this issue Feb 8, 2018 · 2 comments

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@shadoxxhd
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It would be extremely helpful if the mod manager remembered which mods were activated in the last patch, so you could toggle specific mods without needing to go through the whole mod list every time you want to change up something/have issues with a specific mod.

@Vhati
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Vhati commented Feb 11, 2018

Caveat: SMM can't look at FTL and recognize what mods are currently embedded in its resources. So the tool shouldn't be trusted to accurately display the state of the game.

However, I could add a button that re-selects the checkboxes that were last used (caching the selection after each patching).

@heydojo
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heydojo commented Mar 2, 2018

I have a suggestion for this:
New feature. Mod groups or sets. Custom user defined single xml files inside a sub folder of the mods folder.
Use a file extension such as .set or .group to differentiate them from anything else and have them each written using simple xml containing:

  • The mod group title
  • A brief description
  • A list of each mod which is to be part of the set or group. Each on one line and in order

The order defined in the .set or .group file supersedes anything in modorder.txt but just for that group set.
Show each mod group defined in this way in the mod list along with the rest of the mods (highlighting the name in a blue colour to differentiate groups from mods might be an idea.)
Deactivate the validate button option for a mod group entry when it is selected.
Show the title and description of the group as you would for a mod.
Error out gracefully with a warning message for the user if they try to install a mod and a group at the same time.

This way, you can have one group set for Captain's mod and another for a custom defined collection of mods you want to run without captain's mod. I mention Captain's mod as a good example as a use case for this because it has more than one core mod (main & resources) and it also has loads of extras, not to mention that you can add any number of other mods on top.

This feature could provide a one click re-installation of several mods you want to re-install in the instance of a main program update which refreshes ftl.dat removing the mods slipstream has added.

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