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Changed the behavior of config file savings (makes it not truncate exiting file) #11

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ZiDeveloper
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  • changed: added indent and disabled key ordering in config file

See commented area in code.

@Ryhon0
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Ryhon0 commented Jan 26, 2025

The ModConfig.json file should only be used by the mod loader, every mod should create it's own config files, this makes sharing and resetting them way easier and avoids conflicts. I want to avoid creating unnecessary APIs that can be replicated in just a few lines. I'll consider exposing the entire mod.txt to autoloads with metadata and add a page to the wiki for best practices for saving configs. The config should be stored in user:// instead of the game installation folder to match Godot's standards

@ZiDeveloper
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The ModConfig.json file should only be used by the mod loader, every mod should create it's own config files, this makes sharing and resetting them way easier and avoids conflicts

Yeah I agree. Guess I misinterpreted the name and it sounded better when trying to use the existing infrastructure.

The config should be stored in user:// instead of the game installation folder to match Godot's standards

But this makes the making and installing of Modpacks tedious. Lets say someone makes a Modpack which also needs to be configured using those config files. Rather than just unpacking a zip into the games folder, the user now has to do all of the manual work between placing mods into the games folder and configs into the "user://" folder.

I'll consider exposing the entire mod.txt to autoloads with metadata and add a page to the wiki for best practices for saving configs.

That sounds great. I think I jumped the gun here with this pull request and rather wanted to create a conversation on how config files should be handled in the future.

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Ryhon0 commented Jan 26, 2025

A mod pack could use of overrides.cfg to change the location of user:// if really needed. The launcher also had a button to quickly open user:// so installing configs shouldn't be that hard

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