StrangeLoopGames / EcoModKit

Eco Modkit
https://docs.play.eco
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[Suggestion] Better system for mod override files #67

Open ZachBora opened 1 year ago

ZachBora commented 1 year ago

Right now, when we install mods that override files we have to respect a specific folder structure and files named .override.cs It can make it a little confusing once you have many mods that override files to remember which mod is which override files. There are even mods who do not use override files but still set their .zip as the override file structure.

I would like if there was an easier way to know which file is which mod. An idea that I had, don't know if possible, would be to permit the filename to contain the mod name. E.g. ShovelItem.override.bigshovel.cs and if you're combining two mods that override the same file, server admins could manually rename to keep track it has both e.g. ShovelItem.override.bigshovel.custom.cs

Now of course if a server tries to start and it detects duplicates it should do an error and mention it in the log.

At the moment the only manual solution I have would be to put inside the file a comment with // at the top but for a lot of server owners, we only maintain the mods through an FTP client and I can't easily do a "search".

I'll try to think of other ways to get around this.

D3nnis3n commented 1 year ago

Moved to ModKit, Issues was the wrong tracker in any case.

mirasrael commented 1 year ago

I think in that case it may be better to allow to use different Mod roots, in your example BigShovel\ModDir\ShovelItem.override.cs. So all mod files grouped together.