steviegt6 / holocure-modloader Goto Github PK
View Code? Open in Web Editor NEWHoloCure mod loader written in C#.
License: GNU General Public License v3.0
HoloCure mod loader written in C#.
License: GNU General Public License v3.0
We should have a folder for the latest logs and a folder that handles log archives.
Where/how should mods be resolved? Considering a mods
folder in the save location. This will tie in with game launch profiles
I believe there should be a mods
subdirectory beneath every game profile directory, containing folders for each mod and their assembly.
There needs to be some heavy discussion regarding how and where mods should be resolved and loaded. This is a vital component of a mod loader.
N/A: Open-ended discussion.
Currently, backups and created and saved indefinitely. Instead, we should:
With these changes, we can also look for backups at launch and replace the data file with the backup prior to doing patching (in the event that the entire program crashes or something else stops us from restoring the backup).
The CLI-facing program should allow users to create profiles entirely through the CLI using both command options and user-friendly prompts, allowing people - no matter the skill/understanding - to create profiles quickly.
Helps with user-friendliness, improves the user experience. Makes it considerably safer to create profiles since it doesn't require direct file editing as well.
N/A: Open-ended discussion.
Currently, backups are created at every launch and preserved indefinitely. Ideally, backups should be deleted when the program prepares to close itself, after replacing the main data file.
This helps reduce launch speeds among other things.
N/A: Open-ended discussion.
We should have a CLI command that walks a user through creating a profile.
Log files need to be organized and archivable for debugging across periods of time.
Log files should be better handled for clarity and archival purposes.
N/A: Open-ended discussion.
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