" public ConfigEntry DiscardPlayerPins { get; } = BindEx(cfg, Section, false, "True to discard custom player pins from map tables");"
Is it possible to configure the mod such that it does nothing but this? (Don't auto add any pins; just prevent player pins from ever being added to map tables, so map tables can only be used to share uncovered map fog of war but not to share pins?"
Or alternatively (if possible) would this be better done as a standalone mod that only does this? (ServersideQoL.DisableMapTablePins)
ArgusMagnus[Mod Author]
Theoretically it should do that if you set all the PinType values to None. Haven't tested it though, so let me know if it doesn't work.
AtlasP(edited)
The more I think about it, that's still a bit scary to do that way because you could push an update ~6 months from now that adds/changes something and then pins start randomly spamming player maps.
Any chance I could request a more future-proof single toggle option to enable/disable all pin creation? (It'd also be nice to have an option to enable/disable some of the other features, honestly.) Much thanks--incredible set of mods.
You've also got a typo, here:
"The pin label for duengons");
ArgusMagnus[Mod Author](edited)
I don't get why that would be scary? At worst it happens once, then you check the config, disable the new pin type and once the players update from the map table again, the pins are gone.
What should really scare you is updating a mod without reading the changelog :-p
You can look at the version numbers. If I only changed the last part (e.g. 2.0.4 -> 2.0.5) it's only a fix/improvement, but if one of the first two parts changed, then you should definitely read the changelog.
Thanks for pointing out the typo
AtlasP(edited)
Are you saying that the pins auto-created by this mod would subsequently be auto-removed by deselecting their corresponding option?
(In the past our group had experienced issues with another map mod that added a bunch of undesired things to the map automatically, and even after changing its settings or uninstalling the mod the orphaned pins (a lot of them) needed to be removed manually. That's the scenario I'm always wary of with this category of mods.)
As for "read the changelog", while I try to stay on top of them, like many people we use a server host that auto-updates mods. So sure this week/month I'm checking things daily. But six months from now we'll still have users on but I won't necessarily be babysitting daily. Hence the concern for mod configuration robustness.
ArgusMagnus[Mod Author]
I know "read the changelog" was meant as a light hearted jab 😉
This mods only adds pins to map tables, not to players directly. So if remove the mod and read from a new map table, the pins will be gone
AtlasP
This mods only adds pins to map tables, not to players directly. So if remove the mod and read from a new map table, the pins will be gone
That is a great clarification, but which doesn't change the fundamental issue: if the mod were to write lots of undesired pins to a table, and players read from that table before the problem is identified and fixed (indeed this is the most likely way this problem would be discovered), then their personal pins would be polluted by those pins (potentially hundreds of them) which would need to be manually removed.
ArgusMagnus[Mod Author]
They would not need to remove them manually. Once they read from a new/unpoluated map table, all those pins will be gone