I've thought about implementing this feature by having the game create new save data and then using an extend-like feature to copy all of the previously saved values on top of it.
This would work (I think..) in the most common case where the user adds a plugin to their game in an update. I don't think it works in the case demonstrated above where the user removes a plugin but that occurs much less frequently.
I've never actually needed to do this though because I can just edit my plugins to be backwards compatible. Feel free to use the idea if it helps you; a lot of people would benefit from saves that "just work".
Hi, thanks for the feedback. I think many plugin devs add new plugin data to saved games if they detect their plugin is new, as it is not too hard to code that up. But if a plugin doesn't, it should be fairly easy to make a patch using this plugin, since this plugin handles basically all of that process except for calling whatever initialize functions may be needed. Though, I will look more into the link you provided and see if maybe I can make it even more automated than it currently is.
The main difficulty with plugin data in my experience comes when plugin data is removed or especially modified. For example, someone could change some part of saved quest data in a quest plugin and that would be hard to automatically handle. If you knew the correct script calls to make, you could patch that situation with this plugin.
I also wanted to give people ways to patch default game data, such as switches or variables. For example if someone changes what a switch/variable is used for they could patch that with this plugin.
This is not really a fully automatic solution as the dev still needs to tell it what data needs to be patched, but it makes it a lot easier than starting from scratch as it handles version tracking, hooking into onload functions, etc. This is definitely for the developer who is willing to put in a bit of extra work to make sure their players don't need to abandon old saves, and it aims to make the process easier for them.
I plan to monitor what people struggle with patching most frequently and based on those trends creating better processes/documentation around those areas in future updates of this plugin. So definitely if anyone is a user of this plugin and has trouble patching something, please reach out to me for support 😁
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I've thought about implementing this feature by having the game create new save data and then using an extend-like feature to copy all of the previously saved values on top of it.
This would work (I think..) in the most common case where the user adds a plugin to their game in an update. I don't think it works in the case demonstrated above where the user removes a plugin but that occurs much less frequently.
I've never actually needed to do this though because I can just edit my plugins to be backwards compatible. Feel free to use the idea if it helps you; a lot of people would benefit from saves that "just work".
Hi, thanks for the feedback. I think many plugin devs add new plugin data to saved games if they detect their plugin is new, as it is not too hard to code that up. But if a plugin doesn't, it should be fairly easy to make a patch using this plugin, since this plugin handles basically all of that process except for calling whatever initialize functions may be needed. Though, I will look more into the link you provided and see if maybe I can make it even more automated than it currently is.
The main difficulty with plugin data in my experience comes when plugin data is removed or especially modified. For example, someone could change some part of saved quest data in a quest plugin and that would be hard to automatically handle. If you knew the correct script calls to make, you could patch that situation with this plugin.
I also wanted to give people ways to patch default game data, such as switches or variables. For example if someone changes what a switch/variable is used for they could patch that with this plugin.
This is not really a fully automatic solution as the dev still needs to tell it what data needs to be patched, but it makes it a lot easier than starting from scratch as it handles version tracking, hooking into onload functions, etc. This is definitely for the developer who is willing to put in a bit of extra work to make sure their players don't need to abandon old saves, and it aims to make the process easier for them.
I plan to monitor what people struggle with patching most frequently and based on those trends creating better processes/documentation around those areas in future updates of this plugin. So definitely if anyone is a user of this plugin and has trouble patching something, please reach out to me for support 😁
Wow, I've been wanting a plugin like this my whole life! XD Instant buy for me. Thank you so much for creating it!
I am glad you like it 😁