JCrook1028
New member
Did TFP really not even consider that when making this change?We still need to solve the issue of how to run multiple versions of the game with different mod sets.
Did TFP really not even consider that when making this change?We still need to solve the issue of how to run multiple versions of the game with different mod sets.
No idea, but at least I was able to find a solution.Did TFP really not even consider that when making this change?
Well yea., sort of anyway. People have a hard enough time as it is, good luck with them following that new process.No idea, but at least I was able to find a solution.
It was commonly used from Alpha 16 forward to run multiple versions without corrupting the configs, so it's not a real new concept. I'm just glad that it worked to move the location of the mod folder.Well yea., sort of anyway. People have a hard enough time as it is, good luck with them following that new process.
*In an evil galactic overlord voice...*Pretty sure the author for the ModLauncher will have a similar solution to integrate into their tool for people who are less technically inclined.
Oh nice!SUCCESS!!
Ok so I tested it, and it worked perfectly. Unfortunately it is again something that some people will not be able to accomplish. (Khaine isn't kidding about people incapable of simply copying files out of a zip into the mod folder. I spent a few hours the other day with someone on the exact same thing.)
Step 1 - Copy/rename serverconfig.xml. For this example I am using "a20serverconfig.xml". You want the file different so it isn't reset with an update.
Step 2 - Edit the file to replace the following section starting at line 40.
<!-- Folder and file locations -->
<property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder -->
<!-- <property name="UserDataFolder" value="absolute path" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
<!-- <property name="SaveGameFolder" value="absolute path" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! -->
Your new section will look something like this...
<!-- Folder and file locations -->
<property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder -->
<property name="UserDataFolder" value="D:\SaveGames\a20" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
<property name="SaveGameFolder" value="D:\SaveGames\a20\Saves" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! -->
Step 3 - Create the folder D:\SaveGames\a20\Mods
Step 4 - Go to your Steam Library, Right-click on 7 Days, and choose Properties.
Step 5 - Add the following to your launch options. -configfile=a20serverconfig.xml (Again, your file will vary on what you name it. This is the example.)
Step 6 - Close the window, and start the game.
Now I can just use the config file in each separate folder, and tell the client where to go for all the data. No symlinks required.
I don't think it is a good idea to let the mod developer choose the dir. Bad for other platforms than windows, bad even for windows users when the mods dir suddenly appears at arbitrary places
PS: I just realized that even on Windows that %appdata% dir is per user, right?
So there is already a lowtech possibility to have installations with different mods, one per windows account. Or am I missing something?
Relax. This thread already got their attention (see page 1), and I'm sure their discussing it amongst themselves and will let everyone know what they came up with in the end.So where are the developers. Don't they think it is necessary to talk to us? This appdata thing is so stupid, they should explain why they choose to use it. We paid their bills, the least they can do is talk to us.
Yeah sure, let´s make it even more complicated....
Moving this to appdata is opposite of making the game mod friendly. Wich is something TFP always claimed they wanted it to be. As Khaine and Sylen already pointed out, many people already struggle with the current method of simply unzipping and putting it into the mods folder. Now add problems with storage space on the C drive and finding appdata. Not mod friendly at all. Even looks like they want to reduce the amount of people playing mods.
Counterpoint.Maybe ask Microsoft what they are doing if creating a second account on a PC is too complicated. I wasn't aware it is, but you as self-appointed lawyer of the noobs must surely know. Is it?
Remember we are with a game that isn't finished right now. The full game will have steamworks support and any "I can turn on and off the computer and thats it" guy will (have to) use steamworks for playing mods. I would not lose any sleep if such a person would not be able to run this game with different mods installed at the same time. Nice to have, not basic neccessity.
Even now there is the modlauncher. If you help someone not capable of moving files from a zipfile and don't advocate to use that then maybe you are not really helping that person.
There can be lots of reason they did it and we don't know them. As a coder this change looks right to me. In most operating systems installed programs and any volatile data is separated, this has some advantages for security, backup and general administration of a PC. Now mods are definitely not just data, but they are rather volatile. It is not a clear cut case but it makes some sense to separate mods from the game in some way.
When a friend of mine, who is a software developer, heard of this change he immediately approved of it as well. But this was just our gut reaction, doesn't mean we are ultimately right.
TFP as well as their internal testers do not have the same view, not the same problems in their daily work on the game as a (noob) player. It isn't surprising that they may overlook problems with 1) mods, 2) noob players, 3) misconfigured PCs. And yes, nowadays a C drive without space left for a few G could be considered at least slightly misconfigured.
So going for outrage and accusations is again the way of the warrior here on the forum. All hail the new modfolder#gate and raise the pitchforks for a salute.
PS: "noob" isn't meant as a derogatory term. I mean to say a player not proficient with PC handling. "novice" wouldn't work, as that usually means novice to the game.
Don't compare creating different account (which is made is another USER is using Windows, not a different set of settings) to different setting of mods. This thing, that TFP are going to do - it'll cripple modding FOR USERS in a way. And I know it's pain to admit, but mods are what's keeping this game so well, not vanilla versionMaybe ask Microsoft what they are doing if creating a second account on a PC is too complicated. I wasn't aware it is, but you as self-appointed lawyer of the noobs must surely know
Everything is a volatile, if you're careless enough. I don't see that moving mods folder to frikking SYSTEM DRIVE will add stability to the game. So this excuse is rather null for me (not a coder, yes, but user)Now mods are definitely not just data, but they are rather volatile.
Some months ago my C: disk was full, cause I forgot to untick "gather data" on AMD drivers. The telemetry quickly took several GBytes in my %appdata% folder - is it misconfiguration on my part? Or is it bad management from AMD - to put all eggs on poor C: drive? Please, TFP, be smart, don't make such a mistake.And yes, nowadays a C drive without space left for a few G could be considered at least slightly misconfigured.
TFP as well as their internal testers do not have the same view, not the same problems in their daily work on the game as a (noob) player.
this sounds like you're assuming the mod launcher will always be there. from what i understand, that is made and supported by a user who has no obligation to keep it working if they choose to quit entirely.Even now there is the modlauncher. If you help someone not capable of moving files from a zipfile and don't advocate to use that then maybe you are not really helping that person.