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メイン Control Panel (Game V3.0.0 - V3.1) v0.2.0
更新履歴(changelog)
The panel wrote `*.local.xml` for every mod, but only some mods read one. For the rest it reported success, the player restarted, and nothing had changed — the worst outcome available, because it looks exactly like it worked. On the author's own install that was ten of twenty-two mods. - **Mods that read no override file are now edited in their own config.** Each mod's assemblies are scanned for the literal `.local.xml`; a mod that never names one cannot be reading one. Those mods are marked `[direct]` in `ms`, and every change says plainly that it went into the mod's own file and that an update to that mod will replace it. The file is copied to `*.orig.xml` before the first write, which is both a restore point in a mod we do not own and the baseline "reset to default" measures against — otherwise the baseline would drift to whatever the file said at world load. - **A manifest can declare `overrides="local"` or `overrides="direct"`.** Consulted only when there is no assembly to read — an XML-only mod, or a half-installed one. The installed DLL wins over a manifest otherwise: a manifest promising an override file the player's actual build does not read puts the panel back to writing files nobody opens. - **A concurrent writer is no longer clobbered.** Saves re-read the file from disk and replay the staged edits onto that, instead of writing the copy loaded at world load. ScoutMap rewrites its own override file whenever the map is moved or resized, and a mod that owns its config rewrites it on every console command — so changing any ScoutMap setting in the panel used to silently revert the map layout to wherever it was when the world loaded. - **`threatMaxY` and `maxMarginSeconds` were missing** from the bundled ScoutMap and FuelTopOff manifests, so the panel hid two real settings. A manifest replaces the generic reader rather than merging with it, which is exactly the failure the coverage test exists to catch — and it was not catching it, see below. - **The test sui…
MOD 解説
所有しているすべてのMODごとに1つの設定画面があり、どのMODが同じキーを競合しているかをようやく一目で確認できる場所です。ゲーム内から、私のMODであれ他の方のMODであれ、どのMODでも調整でき、インストール済みのすべてのホットキーを一つの表で確認できます。
原文(英語)を表示
One settings screen for every mod you have, and one place that finally tells you which of them are fighting over the same key. Tune any mod from inside the game — mine or anyone else's — and see every hotkey on your install in one table,
導入前チェック(前提 / 競合 MOD)
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