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ModSettings Manager 1.3.6

Mattifus

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ModSettings Manager is out: https://forums.civfanatics.com/resources/modsettings-manager.32070/

ModSettingsManager is a mod to allow to organize Mod Settings. It's not required at all to have mods options displayed

How to add Option in Mod Category​

The simpliest way is by far to use: OptionsAPI

What Mod do​

It add a combobox for each (groupOf) Mod. Allowing to display only wanted one without scrolling.

It allow to have custom group if ComboBox display is used or not.

How to have multiple group inside my mod selection​

By default each different 'group' generate a insert into mods dropdown. But you can define a mod property in your option declartion like that:

mod: { value: "lf_yields", label: "LOC_OPTIONS_MOD_LF_YIELDS", tooltip: "LOC_OPTIONS_MOD_LF_YIELDS_TOOLTIP" }

It will define your insert into the dropdown.

How to have multiple group in comboDisplay but only one otherwise​

add 'groupCB' property to your mod declartion. It will be used as group if comboDisplay enabled


JavaScript:
````javascript
export const enableAutoSelectEmptySlotOption = modOptions.addModOption({
    id: 'mmf-feature-auto-select-empty-slot',
    category: CategoryType.Mods,
    group: MOD_OPTIONS_GROUP_FLAT,
    groupCB: MOD_OPTIONS_GROUP_FEATURES,
    type: OptionType.Checkbox,
    defaultValue: true,
    label: "LOC_OPTIONS_MMF_ENABLE_FEATURE_AUTO_SELECT_EMPTY_SLOT"
});


export const hideCheckboxOption = modOptions.addModOption({
    id: 'mmf-config-hide-checkbox',
    category: CategoryType.Mods,
    group: MOD_OPTIONS_GROUP_FLAT,
    groupCB: MOD_OPTIONS_GROUP_CONFIG,
    type: OptionType.Checkbox,
    defaultValue: true,
    label: "LOC_OPTIONS_MMF_CONFIG_HIDE_CHECKBOX",
    description: "LOC_OPTIONS_MMF_CONFIG_HIDE_CHECKBOX_TOOLTIP"
});
````
 

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So i load game click options doesn't show a "mod" category after system as shown in video. i exit options then click reopen and screen goes grey but no options screen shows... should it only be used in game?
 
Yeah, I don't get a mods tab on the options panel. Also, if I select "show more" on the pause menu then select options the game locks up. I thought maybe it was a conflict with TCS Improved Mod Manager but I disabled it and still had the same problem. I thought maybe some other mod, but same problem when I disabled all other mods.

It seems a needed mod since I've seen a few mods talking about options to enable/disable different features. As mods grow they start overlapping one another and I don't think priority is going to give the users the control they would like. TCS Improved Mod Manager seems something you should coordinate with, like a button in it to configure mods when your mod is present and enabled. That just seems a natural. I think you should handle the persistence as a service to the mods. It just seems necessary from a user perspective. That's a growth idea, something to aim for.

That menu is accessible from both the main menu and pause menu. Likely both are shell, not UI. There is a game running with the pause menu. You may only want the main menu one to have this change. There would seem an issue with how you notify a mod of a change in options. I would think many would need to reload the mod since they may need to reset hooks and such. I don't know much about modding, but I would assume once you modify a panel it stays modified. Likely you need to refresh the game for the changes to take effect. That's one reason it seems you need to handle persistence since the mod may never have a chance before a reload. Overall, the options menu seems a bad place for this since it's options as in config files. The additional content menu, if not the actual mods panel would seem more appropriate. With UI mods they all get loaded at the start of a new game. Right now just up and running is good enough. Configuration is the interface to the config files, but I'm not sure you can actually create a whole new config file though you might be able to add options to an existing one,
 
Sorry, didn't register what that statement meant. It occurred to me after I posted that might be the case. I tried the mod you used in the screen shot, but I still didn't get tab on the options panel. The options don't actually seem to have anything to do with the mod. Did you just change the mod so you had something to test with? If so you might consider putting a mod out there that actually does that. It could serve as an example for those wanting to use your mod.
 
Mattifus updated ModSettings Manager with a new update entry:

Customizable Layout, Collapsible Headers, Sort Headers...

What new:
- Headers are now Collapsible. (currenlty no specific rendering for collapsed header)
- Add option to choose layout between 'Combobox' and 'flat'
- In 'Flat' layout, headers are now sorted. (Not sorted in combobox mod the follow as modder want it to be displayed in that mod)
- In 'combobox' layout. the dropDown is sorted

Read the rest of this update entry...
 
Mattifus updated ModSettings Manager with a new update entry:

Customizable Layout, Collapsible Headers, Sort Headers...

What new:
- Headers are now Collapsible. (currenlty no specific rendering for collapsed header)
- Add option to choose layout between 'Combobox' and 'flat'
- In 'Flat' layout, headers are now sorted. (Not sorted in combobox mod the follow as modder want it to be displayed in that mod)
- In 'combobox' layout. the dropDown is sorted

Read the rest of this update entry...
 
Mattifus updated ModSettings Manager with a new update entry:

Customizable Layout, Collapsible Headers, Sort Headers...

What new:
- Headers are now Collapsible. (currenlty no specific rendering for collapsed header)
- Add option to choose layout between 'Combobox' and 'flat'
- In 'Flat' layout, headers are now sorted. (Not sorted in combobox mod the follow as modder want it to be displayed in that mod)
- In 'combobox' layout. the dropDown is sorted

View attachment 725335

Read the rest of this update entry...
 
I'm not getting the flat/combobox option for your mod. I do get the tab on options now since City Hall added in an option using your mod. I no longer lock up selecting options from the pause menu after selecting show more. I ran into a problem figuring out just which mod added that option. You might want to have them specify a mod id. I'm not sure what you would do with that, but seems there needs to be a way to tie an option to a mod.

I'm not sure of you vision for this. I could see two types of options. One being generic options that apply across mods. That type would be used by many mods and belong to none. The production list is commonly modded so maybe an option telling all mods to not change it from vanilla. Where you put the tab makes sense for that type of options. The second type would be mod specific options. Using the production list example telling a specific mod not to modify the production list so a user can select which mod they want to actually do it. It seems transitioning you could create a super category for options not specifying a mod id and another for those that do. Everything would go into that first super category until modders start specifying a mod id. Modder conscience can then work out what are common options that make sense globally and what are really mod specific options. Just some thoughts. It just seems it could get real confusing about just which mod are you setting options for since it was with just one option.
 
I'm not getting the flat/combobox option for your mod. I do get the tab on options now since City Hall added in an option using your mod. I no longer lock up selecting options from the pause menu after selecting show more. I ran into a problem figuring out just which mod added that option. You might want to have them specify a mod id. I'm not sure what you would do with that, but seems there needs to be a way to tie an option to a mod.

I'm not sure of you vision for this. I could see two types of options. One being generic options that apply across mods. That type would be used by many mods and belong to none. The production list is commonly modded so maybe an option telling all mods to not change it from vanilla. Where you put the tab makes sense for that type of options. The second type would be mod specific options. Using the production list example telling a specific mod not to modify the production list so a user can select which mod they want to actually do it. It seems transitioning you could create a super category for options not specifying a mod id and another for those that do. Everything would go into that first super category until modders start specifying a mod id. Modder conscience can then work out what are common options that make sense globally and what are really mod specific options. Just some thoughts. It just seems it could get real confusing about just which mod are you setting options for since it was with just one option.
City Hall added option by itself ^^" i capture all mod adding option here.


it come from a bug inside OptionsAPI for not initialized stats. will check that
 
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That fixed it, your mod now shows up.

The tooltip mentioned City Hall and then I saw Breezany wrote a tutorial on how to use your mod for options. Her signature has Trixie's Mods and a list of her mods. I knew I saw Trixie's Mods somewhere but couldn't remember where. She has 3 Civ 7 mods and six options across those mods. Since I only use one I just saw the one from City Hall. Do you support multiple levels of categories? Using hers as an example could she have three subcategories, one for each of her mods all grouped under Trixie's Mods? If so then what I said above about super categories is already handled, it's just up to modder convention to sort it out.
 
yes she can create 3 categorie in trixi mods (if combobox layout is use). But she need to add property to sepcify the custom categegoy in their mods
 
I better understand now what your mod is doing. I haven't dug into the code so it's not a technical understanding. I guess you and beezany are in a dispute but I thought her tutorial was how to use your mod and seems to sort of be. I got some terminology wrong. What I was calling categories is section headings and category is the option categories such as audio, game, system, mods. I assume the only thing you do with localStorage is store your mod's settings in it and the callbacks in Options is handing the checkboxes and such the same as if your mod wasn't present. You're just modifying the display to try to make lots and lots of mod options manageable. So that is what would be appropriate here.

I assume the collapsible section headers is your implementation since none the vanilla section headers collapse. One thought was maybe tooltips on those if the modder put a _DESCRIPTION out there. That would seem a good way to communicate to the user that a modder put options for several mods under one section heading. The spacing on checkboxes are terrible., but is needed for buttons, sliders and comboboxes. It would be nice if those were tightened up a bit when the previous and next are both checkboxes. A groupbox like the map lenses and options in game could tighten it up a great deal more. Collapse all would be nice when that list gets long. A collapsed section is where a tooltip on the section header would be particularly useful.

I'm inclined to think there's going to be three main types of options. One is globals that apply to a wide range of mods but isn't owned by any particular one. Language in the base game would seem a prime example. Maybe create a section that's forced to the top. That might prompt people to put options in there that has nothing to do with anything but their mod so you might want to control what's actually in there. Another is mod packs. I could see a mod pack that gathers various mods together wanting to set options for a unified experience. Maybe helper functions to support changing settings in other mods. Sort like how changing themes in an app changes a whole bunch of settings. The third being just plain old mod options.

That's just some thoughts for somewhere over the rainbow. I only have two mods showing options so that doesn't take much management. Well, there is the one under games and another under system, but I might just need to update those mods.
 
Having a tooltip for headers is something I can add. But like custom header for combo box display. It will be an information each modder had to had. As a tooltip only make sense only for those using custom group. I think , I will try to add that in a next release. Not sure if it's possible or not easily
 
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