![]() ![]() The biggest setback I ran into was trying to work around the Lua function _config(.) since it only gets the config of the mod it’s being run from, but then I realized I could call _radiant.call('radiant:get_config'. The gameplay settings tab in the UI was also reconfigured to use a jQuery accordion, organizing settings by mod. Playing Stonehearth Multiplayer with Discord SpeedDaemon May 16, 2018, 7:41pm 2. The JSON can specify base-game settings (the ‘stonehearth’ mod) to properly track a client player’s setting for Auto Loot, etc., as well as modders being able to specify all the details needed for settings.js to automatically generate the necessary settings controls (currently limited to boolean/checkboxes, but can easily be expanded to more types). Join the Stonehearth Gaming Server Discord Server Check out the Stonehearth Gaming Server community on Discord - hang out with 45 other members and enjoy free voice and text chat. I patched the client_state and client_state_service files to include set/get functions and storage for player gameplay settings, which are populated initially by a new client service I made, gameplay_settings_service (which should really be renamed initial_gameplay_settings_service to better reflect what it does), which loads a JSON containing all relevant gameplay settings (organized by mod) and gets their initial config values, and then updated through settings.js whenever a player changes them. Thanks, I think I got it implemented mostly the way I want (it’s functional at least). Is there a way to have client settings that are savegame-independent (i.e., not relying on player-based saved variables)? If not, could you please, please, please add one? Even if you don’t retrofit all the existing settings as player-specific, we can handle that in ACE, as long as there’s a reasonable way to pull in player-specific data from outside the savegame (ideally something that doesn’t involve serializing as custom building templates). This results in really weird behavior when different players are trying to play with different settings: when players change the settings, those changes affect everyone in-game, but they don’t show up in other players’ settings! Most/all of these gameplay settings are normally considered player-specific, but as far as I can tell, the game doesn’t allow them to be. So in singleplayer, it doesn’t matter that the gamplay settings (auto-loot, auto-rescue, default stockpile settings, etc.) are all done via the “host” settings. ![]()
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