Mod options - further work
See original GitHub issueAdditional stuff part of #1356
- Find better way to do default values of mod options
- Notably for use in Scenario Editor (from map) where
OptionsManager.LoadData()
isn’t getting called (see #1449 for details) - Likely fixed by https://github.com/CitiesSkylinesMods/TMPE/pull/1425
- Notably for use in Scenario Editor (from map) where
- Display error messages when load/save fails (as per https://github.com/CitiesSkylinesMods/TMPE/issues/1449#issuecomment-1057526179 )
- Don’t display/log “no data” errors when starting new game from map/scenario
Issue Analytics
- State:
- Created 2 years ago
- Comments:5 (5 by maintainers)
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Top GitHub Comments
It is true 😃 First thing
OptionsManager.LoadData()
does isLog.Info($"OptionsManager.LoadData: {data.Length} bytes");
That’s not appearing in log file. The
SerializeDataExtension
currently skips calling it because the data isnull
(because creating new scenario from map):That’s fixed by https://github.com/CitiesSkylinesMods/TMPE/pull/1425 which changes it to:
😃
I decided not to load mod options in map/scenario editors, at least for now. We’re not saving mod options in any of the editors (once #1425 is merged) so no point trying to load something that won’t be there. Instead, default mod options (all mod features enabled) will be used.
Additionally, updated TTL mod option to allow TTL use in map/scenario editors. 😃 Will need some testing, obviously - but the tool now shows and can be used with the updated code from #1425 .
Been looking at the errors when stuff fails to load and it will require some refactoring as current approach is somewhat blunt in handling new game or new asset/map/scenario/etc (it thinks deserialization failed when in fact there was nothing to deserialize in those situations). Will work on separate PR to fix that stuff.