Conflict with the Gameplay++ mod by Moriarty

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14 days ago

When using your FGWY Storage mod, there is a conflict with the Gameplay++ mod by Moriarty. The images make it clear what is going on.
Without your mod:
obrázok.png
With your mod:
obrázok.png

9 days ago

常识性问题,不要同时使用同样功能的mod!
我们都对同一个建筑使用了相同代码,很简单的问题,就是ui是独占的,他写了ui,我写了ui.

都有一个通用规则,就是删除原版游戏ui,加载原版ui+个人mod自定义ui

既然都是这种写法,必然会出现先加载的被后加载的卸载掉.

而G开头要比F开头mod首先加载.所以很有可能被我设计的mod替换掉.

如果我想要曝光率,我可以把mod名字写A开头,可以保证你一开始就看到我,但是这么做将会很可能被别人的mod卸载掉,因此我依然使用F开头的名字.

这样我不会太靠后也不会太靠前,而很遗憾这样的结果就是Gameplay++ 模组被卸载了
这是这个游戏编写的规则造成的,官方没有提供添加ui的合理api手段,我们要实现自定义ui.要么就是完全自定义.要么就是卸载官方ui然后加载官方和自定义同时显示.

这种冲突是必然的.同样道理,如果两个mod都使用相同的修改,哪怕是不同的写法手法都有可能冲突.例如使用反射法修改仓库容量,或者使用hook修改容量,但是他们都是修改容量只能同时一个存在,具有排他性,一旦被同时运行必然就会冲突.

如果你只是希望修改仓库,那么你应该继续选择Gameplay++ 模组,而不要加载本mod.

而且我认为Gameplay++ 模组更加具备完善功能和符合你的需求,我的模组只是单纯的对仓库做了简单的修改,完全没有必要重复加载重复功能的mod.

祝你游戏愉快.

This is a common sense tip: do not use mods with identical functions at the same time.

We both adopted the same code for the same building. The issue is straightforward — the UI is exclusive. He developed his own UI, and so did I.

There is a general rule for such mods: remove the game's original UI, then load the original UI alongside the custom UI created by individual mods.

Given this development approach, the mod loaded earlier will inevitably be overridden by the one loaded later.

Mods starting with the letter G load before those starting with F. That explains why the mod I made likely replaced the other one.

If I wanted my mod to gain more visibility, I could name it starting with A to make it appear at the top of the list. However, this would also make it vulnerable to being overridden by other mods. That is why I stuck with a name starting with F.

This placement keeps my mod neither too early nor too late in the loading order. Unfortunately, this resulted in the Gameplay++ mod being unloaded.

This problem stems from the inherent rules of the game. The official game does not provide proper APIs for adding new UI elements. To implement custom UI, modders have two options: create a fully independent UI, or disable the official UI first and then run both the official and custom UI simultaneously.

Conflicts of this kind are unavoidable. Similarly, two mods that modify the same game parameter will clash even if they use different coding methods. For instance, one mod may use reflection to adjust storage capacity while another uses hooks for the same purpose. Since they target the same feature, they are mutually exclusive. Running them together will definitely cause conflicts.

If you only intend to modify storage settings, please keep using the Gameplay++ mod and do not enable this one.

In my opinion, Gameplay++ has more comprehensive features and better fits your needs. My mod only makes simple changes to storage, so there is no need to run two mods with overlapping functions.

Enjoy your game.

9 days ago

That's what I did. I'm not a programmer, so I don't know the background of the game engine.
For now, I'm just testing mods. Some are compatible and some aren't. I'm sending my findings to the mod authors. How they handle them is up to them. Thanks for the explanation. I just don't like that the mods are listed alphabetically. That's a very inappropriate method. In other games, the order of mods is determined by connections and dependencies.

7 days ago

我正在借鉴Gameplay++ mod,他的仓库设计非常新颖,自带分拣和分别存储功能.我正在借鉴和研究这一部分,这是一个极其复杂的课题,而可以看出该作者具有极其深厚的功底,他已经完全掌握了分拣和独立存储的全部技术,而我一直徘徊未能突破.

我用了两天来逐字逐句看他的代码,试图理解他的逻辑和工作方式,但是技术水平有限,未能充分的还原出这个功能,我试图让原版的仓库实现这个功能,而他是用注册一个新建筑实现.这是差一点,新的建筑当然更加自由可以自定义,但是如何突破原版桎梏是一个课题.我需要仔细研究,这很有趣.

I am drawing inspiration from the Gameplay++ mod. Its warehouse design is highly innovative, featuring built-in sorting and separate storage functions. I am learning from and researching this particular system, which is an extremely complex subject. It is clear that the mod creator possesses exceptionally profound technical expertise and has fully mastered all the technologies behind sorting and independent storage, whereas I have long been stuck and unable to make breakthroughs in this area.

I spent two days going through his code line by line, attempting to comprehend its logic and operational mechanisms. However, limited by my own technical ability, I failed to fully recreate this functionality. My goal is to implement this feature using the game's original warehouse, while the author achieved it by registering an entirely new building. There lies the key difference. A custom new building naturally offers greater flexibility for customization, yet figuring out how to break free from the constraints of the vanilla game’s original systems remains a major challenge. I will need to conduct thorough research into this, and I find the whole process fascinating.

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