Blockland Forums > Modification Help

Toggling Mods with Packages

Pages: (1/2) > >>

cucumberdude:

I understand the use of packages for modifying existing functions.

However, I've also notice that you can declare new functions within a package.

Is there any reason not to put the entire mod code inside a package and the activate/deactivate it in order to toggle on/off a mod?

As far as I can tell, it seems efficient and effective.

otto-san:

No, there's no reason not to.

There are some mods that are completely in packages for that reason.

MegaScientifical:

I'm sure using packages in such a way makes some floating data that is probably harder on the game than usual. Otherwise, this would be common advise. Also, you can't toggle variables from existing.

cucumberdude:


--- Quote from: MegaScientifical on June 19, 2011, 08:31:14 PM ---I'm sure using packages in such a way makes some floating data that is probably harder on the game than usual.

--- End quote ---
To a noticeable extent? If not, it seems like this is a pretty good way to pull this sort of thing off.


--- Quote from: MegaScientifical on June 19, 2011, 08:31:14 PM ---Also, you can't toggle variables from existing.

--- End quote ---
Well no stuff. But, you can toggle the functions that use them.

MegaScientifical:


--- Quote from: cucumberdude on June 19, 2011, 11:48:09 PM ---To a noticeable extent? If not, it seems like this is a pretty good way to pull this sort of thing off.

Well no stuff. But, you can toggle the functions that use them.

--- End quote ---

Well, try it. Run your game normally and check how much RAM, CPU, etc. is being used. Then make one of your Add-Ons run this way and check, then deactivate it and check again. Tell us what the stats are.

And yep, just checking.

Pages: (1/2) > >>

Go to full version