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Nahlásit problém s překladem
Do not use the mods [UI settings manager + UI user plugins framework] and the mod [Community Quick User Interface] together.
It wil cut your FPS in half once you start researching the first tech and each subsequent new tech research entree on a game reload and make the game very prone to crashing and CPU overload on weaker systems!!
Cheers!
For example, I can see the need for my future mods that need to toggle which function gets added to an event at the beginning of the loading of the game, and then not have that option changed later down the line once booted in.
At the moment the order of options is "random" if used in several scripts. How about adding an additional parameter "order" or similar. Not sure if one per category or one per mod... Then the settings can be ordered by the numbers of that order parameter if possible.
mySetting = ModSettings.Boolean:new(<the stuff here needs to be the same in all files>)
Sorry about the lack of space in category names. I've experienced that myself, but allocating more space there just means less space for the setting descriptions, so it's just a tradeoff. Not that I claim to have made the best decision on what the split should be since I just copied the dimensions from the base game options screen.
Yes, I recommend one category per mod and the use of headers.
Easy example a "debugging" setting. If enabled, I would like to print alot of stuff in all my lua scripts.
Really easy to use. The biggest problem is to find words/descriptions that fit into the small space, especially the Category is quite small.
I guess it is best to use one Category per mod and divide different parts in one mod with help of an header?