Open TymurGubayev opened 3 years ago
If it helps, the autogems configuration is saved to data/save/*/autogems.json
(but it isn't transferrable if raws are different between saves).
yeah, I thought about copying the file, but I don't like the idea.
Are you concerned about the file format or config files in general? This is probably something I would put in a config file in any case, although maybe we should switch the format to be more useful across saves.
Actually, I didn't like the idea of creating config files from an .init file (as a concept), but now that I've actually taken a look at the file in question, {"blacklist":[90]}
won't survive any changes in the game (and even mods could break it if I understand the concept of RAWs and CRYSTAL_GLASSABLE
correctly)
Yes, mods could change the numeric IDs, but adding materials to an existing save will cause DF to crash (at least without extra manual modification to the save beforehand, e.g. devel/inject-raws
), so the current format works as long as config files are kept internal to a save, or saves with identical raws. I guess that's not necessarily useful for what you want, though. The current implementation was really just a minimal solution for #1027, and we'd be open to making it more flexible.
I'd like a way to control autogems from my
onMapLoad*.init
file, the aim being able to write something likeBecause it's what I usually do (if I manage to remember it).
Fun fact: this lua-script toggles autocutting rock crystal.