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So am I :)
While I'm no UX expert myself obviously (I'm a developer). I'd prefer to keep the buttons as they are, I could develop various viewports to keep a "responsive" philosophy in place here, so the layout would change. But given how now Irony supports multiple languages and being very easy to add another language, that'll mean too many problems for me down the line. Even now there are problems as text in some of the localizations is too wide. Secondly if the buttons are stacked in more rows this will mean less space for mod management as the listbox where the mods are located would lose some space.
Too little information for me to reply. I was not made aware of any existing issues in that department. What I could possibly see potentially confusing you is Irony stating that conflict solver needs a rerun each time the collection (playset) is changed. That is intentional and not an issue or a bug. While Irony does not do any auto patching it does do some automated fixing behind the scenes and any change in the load order potentially requires a conflict solver re-run.
That was actually a plan but given how I'm a one man army I had to give up on that idea. My main inspiration to how this would work would have been CKAN\NETKAN for Kerbal Space Program.
Irony already tells you what will win and why.
I opted against the global ignore rules logic as each mod collection is different, so they were made per mod patch. If you delete patches the ignore rules will be lost, same as if you have multiple mod collections which have their own mod patches they will not be synced as they are per mod patch (per collection).
It's also has been a point of discussion on the Irony's stellaris modding den channel. The problem is that very little to no people are willing to help on this one. Thus such a feature would be a waste of time and resources I can dedicate to this project (of which I have very little time as it is at the moment). Simply putting it it's hard to motivate people of Stellaris community for some reason. I also planned to borrow ideas from how patching is done from KSP ModuleManager onto stellaris (it would of course happen before launching the game) but that too was cut for the same reason.
I like that. After more info is gathered this will have to be broken down into smaller sub sections, I'm not a fan of a single giant issue with various unrelated topics. EDIT: Converted this into a discussion as it's more appropriate. |
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I'm going to forgo the template, as it doesn't really fit here.
First, I am a contributor to a project called "Relhax Modpack". This modpack is in CS code, so its code may help you guys out. The Dev/s are professionals, so maybe something good there. Link: https://github.com/Willster419/RelhaxModpack. It is open source, but if you have any questions, join our discord and ask Willster, or just post an issue. Note: I don't personally do much in the way of programing the application, I handle the database side of it along with others.
Now on to the actual requests/ suggestions
Well, thats all I can think of right now. Will update this with another section if I think of anymore.
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