UI mods considered harmful

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UI mods considered harmful

Postby keyser » 08 May 2017, 17:34

This is a post for more transparency between players and decision taken on the developer side.

So you may not be aware of this but in current beta there is 2 mods that are now considered as harmful. Idle engineers (v2.0) and UI mass fab Manager FA.

The reason behind their ban is that "they are a pile of crap code with possible breakages and slowdowns".
The decision that has been taken is to blacklist them until "someone wants that functionality so desperately, they can improve the mod."

From what i know, hussar is working on an other version of SSB that will include idle engineer and eco manager (at least some feature of it, i'm not sure if that will take in count the mass fab manager). I do not know if its mod will ready before beta get into normal balance. So it would be nice to hear hussar on this.

Otherwise i would be great to know if crotalus has any plan to fully introduce "mass fab manager" into ecomanger. And if there are some modders than are willing to fix "idle engineers (v2.0)", a v3.0 already exist but some/lot of people still prefer the v2.0

You can have the full information of the discussion behind the blacklisting here : https://github.com/FAForever/fa/issues/1751

Btw, there is also Ecomanager, notify and ui party (and maybe others) being ban in "FAF develop", they are already fixed by Icedreamer (and CookieNoob for notify and some others), he didn't upload them yet but player using this mods will need to redownload when "FAF develop" will be introduce into main game.
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Re: UI mods considered harmful

Postby HUSSAR » 08 May 2017, 18:10

Yes, I'm working on updating SSB mod such that it performs much better. Also, I identified a number of issues with existing UI mods and built-in UI elements (e.g. Avatars, Eco Panel) that cause UI lag and I will be implementing fixes for these issues in my mods.

Here is my list of mods that I plan to do (in priority order):
- update SSB mod (ETA 2-4 weeks)
- replacement mod for Idle Engineer plus add overlays from unreleased SUI mod (ETA 2-4 weeks)
- replacement mod for built-in Avatar UI plus add unit filter from unreleased SUI mod (ETA 10+ weeks)
- replacement mod for built-in Eco Panel plus integrate best features of Eco Manager, Supreme Economy, and Fab Manager mods in one configurable UI

After releasing these mods, I will wait for feedback and approval from our community whether I should integrate them into FAF codebase.
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Re: UI mods considered harmful

Postby IceDreamer » 08 May 2017, 18:43

Yeah so hussar, anything you identify causing lag in the main game, please PR a fix in the main game k? :D
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Re: UI mods considered harmful

Postby PhilipJFry » 08 May 2017, 18:56

you have my approval already so go ahead :)
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Re: UI mods considered harmful

Postby HUSSAR » 08 May 2017, 20:28

PhilipJFry wrote:you have my approval already so go ahead :)

Haha thanks PhilipJFry! Now I only need 99 approvals ;)
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Re: UI mods considered harmful

Postby Lieutenant Lich » 08 May 2017, 22:06

I have idle engineers v3 and recently I was spiking to 3k on a regular basis. Could this be the cause?
Don't complain about that which you aren't willing to change.

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viewtopic.php?f=67&t=12864
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Re: UI mods considered harmful

Postby RocketRooster » 08 May 2017, 22:12

Pardon my ignorance, but what does the idle engy mod do?
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Re: UI mods considered harmful

Postby Iszh » 08 May 2017, 22:18

Idle engineers, NOtify, Ui party and ecomanager are essential mods. Would be really a pity to lose those mods. They should be automatically added when installing faf so people just need to enable them. Options which could f*** your eco should be default off -> mass and e throttling.

Mass fab manager is not needed at all because it is managed in ecomanager.
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Re: UI mods considered harmful

Postby BenDover » 09 May 2017, 06:49

keyser wrote:Otherwise i would be great to know if crotalus has any plan to fully introduce "mass fab manager" into ecomanger. And if there are some modders than are willing to fix "idle engineers (v2.0)", a v3.0 already exist but some/lot of people still prefer the v2.0

I'm sorry aren't mass fabs already managed in ecomanager?

keyser wrote:Btw, there is also Ecomanager, notify and ui party (and maybe others) being ban in "FAF develop", they are already fixed by Icedreamer (and CookieNoob for notify and some others), he didn't upload them yet but player using this mods will need to redownload when "FAF develop" will be introduce into main game.

Good to know, I hope it's planned to be released like this:
updated mod -> new ban policy
not the other way around, otherwise it's UUID generator time.
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Re: UI mods considered harmful

Postby CookieNoob » 09 May 2017, 09:07

BenDover wrote:
keyser wrote:Btw, there is also Ecomanager, notify and ui party (and maybe others) being ban in "FAF develop", they are already fixed by Icedreamer (and CookieNoob for notify and some others), he didn't upload them yet but player using this mods will need to redownload when "FAF develop" will be introduce into main game.

Good to know, I hope it's planned to be released like this:
updated mod -> new ban policy
not the other way around, otherwise it's UUID generator time.


That wont help you, since these mods are broken due to a refactor from IceDreamer to make the code more pretty (there were some files moved to a different location). The fixed mods wont be compatible with replays, however, if notify and others don't work during a replay it shouldnt cause too much problems.
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