more info in MCM and update readme
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@ -40,11 +40,16 @@ category:createYesNoButton({label = "Disable non-Guard NPCs at night?", variable
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category:createYesNoButton({
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label = "Move NPCs into their homes at night and in bad weather instead of disabling them?",
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description = "NOTE: Without the proper positions in data/positions.lua this could result in bad placement!!!\n\n"..
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"Make a PR with some more positions if you feel like it.",
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variable = createTableVar("moveNPCs")
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})
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category:createYesNoButton({
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label = "Move \"homeless\" NPCs to public spaces at night and in bad weather instead of disabling them?",
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description = "NOTE: Without the proper positions in data/positions.lua this could result in bad placement, "..
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"and if multiple NPCs are placed in the same spot, they might DIE!!!\n\n" ..
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"Make a PR with some more positions if you feel like it.",
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variable = createTableVar("homelessWanderersToPublicHouses")
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})
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@ -28,6 +28,14 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n
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ignored class or faction will not be locked, or have its NPCS disabled.
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- Cells of player joined factions are not locked
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### Debug / Devel Stuff ###
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- data/positions.lua contains positions used for NPC placement in homes and public houses
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- it's tedious work, so I haven't done many, so I've added debug some debug keybinds to help:
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- ctrl + c prints to mwse.log position data sorta properly formatted for positions.lua
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- alt + c prints to mwse.log all the current runtime data, found in common.runtimeData
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- includes: public houses and homes found for NPCs: cells that NPCs will be moved to, needing position data
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## WIP ##
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- Currently NPCs without a home are moved into local cells with matching faction, or a random public cell
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