Idea: Change from saving settings in memory to save in a Config file.

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20 days ago

Issue: Save game after applying settings.

Later, load game and settings are not remembered but seams like some are. I understand My issue may be more user error than program error but your mod is a bit difficult too use effectively. If we are going to cheat, we should go all the way. 😀

Idea that might solve the problem if it is easy to use.

Don't save in memory only.

Save in a config file in the save game folder.

Save a default setting in the mod folder, just one entry, apply to all buildings on starting a new game. Do not edit the file from the game. Edit it only before game is started, user edits the file using notepad. If no config file exists, create a base one with all things checked and boost set to normal. Or maybe allow the config file to be edited in the mod list when starting a new game.

Once game is started. As user sets settings for each building, Save that to a config file in the save game folder for that game. Load that file at load of next save from that folder. not a file for each individual save within the folder but a single config save file for all saved games in that folder. Later maybe set a config file for each save game based on file name. This could make the files quite large. But maybe not to large to deal with.

Hope my idea is easy to implement.

Again, this is just an idea only. I am not a game software developer so I do not know how difficult any of this may be.

I hope it is an easy mod.

Have a great day.

19 days ago

warrenc wrote:

Issue: Save game after applying settings.

Later, load game and settings are not remembered but seams like some are. I understand My issue may be more user error than program error but your mod is a bit difficult too use effectively. If we are going to cheat, we should go all the way. 😀

Idea that might solve the problem if it is easy to use.

Don't save in memory only.

Save in a config file in the save game folder.

Save a default setting in the mod folder, just one entry, apply to all buildings on starting a new game. Do not edit the file from the game. Edit it only before game is started, user edits the file using notepad. If no config file exists, create a base one with all things checked and boost set to normal. Or maybe allow the config file to be edited in the mod list when starting a new game.

Once game is started. As user sets settings for each building, Save that to a config file in the save game folder for that game. Load that file at load of next save from that folder. not a file for each individual save within the folder but a single config save file for all saved games in that folder. Later maybe set a config file for each save game based on file name. This could make the files quite large. But maybe not to large to deal with.

Hope my idea is easy to implement.

Again, this is just an idea only. I am not a game software developer so I do not know how difficult any of this may be.

I hope it is an easy mod.

Have a great day.

v6.0.2版本更新.已经实现每个存盘拥有自己独立的属性存盘,再次读取存档时候将会自动加载属性,确保你的建筑将会不丢失配置.

另外,本mod操作十分简单.单纯的超频只需要调整超频级别即可.也可以精确输入.

而关于,电力,人员,维护等开关,需要首先开启然后再点击超频级别才可刷新应用.如果机器已经超频,则修改开关后需要重新任意调整一下超频级别即可.

关于,设为默认功能,默认不开启,当用户点击开关后,将会在以后建筑中引用这个配置,而以前的建筑不受影响.

这是专门设计的,避免了一个建筑修改全局都被修改,可以方便用户更多的自定义每个建筑都拥有自己不同的超频倍数.

感谢你提出的宝贵建议.

关于,存盘方案,其实最初我也是使用文件保存配置的方案,后来被废弃.并非这个方案不好,而是因为这个游戏的存盘路径是在C盘,且在系统敏感区.

依照我国法律和相关程序设计惯例,为了维护用户系统安全,在设计程序时,我们尽可能避免直接在这种敏感区域进行写操作.

我看到你的帖子之后,浏览了其他国家的mod作者的作品,我发现他们普遍如此制作.既然游戏允许,而用户并不反对这种设计方案,那么我也只能选择妥协.

但是,我依然做出风险预警,这是对用户系统的敏感区域的写操作.请慎重抉择.

Version 6.0.2 Update: Each save file now comes with its independent attribute save data. Attributes will load automatically when loading a save again to prevent configuration loss for your buildings.

Additionally, this mod boasts user-friendly controls. For basic overclocking, simply adjust the overclock tier, or input an exact value manually.

For toggle options covering power supply, workforce allocation and maintenance functions: you need to enable the corresponding switches first and then set an overclock tier to apply the changes. If a facility is already overclocked, tweak the overclock tier arbitrarily again after altering the switches to activate updated settings.

The Set as Default function stays disabled by default. Once enabled manually, newly constructed buildings will adopt this preset configuration, while all pre-existing buildings remain unaffected.

This dedicated design prevents global configuration changes triggered by edits to a single building, enabling full customization so every building can run at a unique overclock multiplier.

Thank you for your valuable feedback and suggestions.

Regarding the save data solution: I originally planned to store configurations via separate files but scrapped this approach later. The abandonment is not due to flaws in the file-saving method itself; instead, the game’s default save directory is located on Drive C within restricted system partitions.

In compliance with domestic laws and standard programming practices, we minimize direct write operations to such sensitive system directories to safeguard end users’ system security during development.

After reading your post, I reviewed mods created by international developers and noticed this storage method is widely adopted across their works. Given the game permits such implementation and no user objections have been raised, I have compromised on the storage design.

That said, a critical risk warning is issued: this modification performs write access to sensitive system folders on users’ local drives, so please proceed with caution.

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