Forums » Suggestions
plugin loading / safe mode
suggestion: hold down shift key while loading VO to suppress/suspend plugins loading.
/lua ReloadInterface() should then load plugins normally...
a.k.a. "safe mode"
/lua ReloadInterface() should then load plugins normally...
a.k.a. "safe mode"
You can just rename your plugins folder to "zplugins" then load in, undo the rename and use the reload command.
You could, but that is a bit clunky and just feels.. unpolished.
Really having some kind of integrated "plugin manager", so you can simply check boxes for the various plugins you want to run would be nice. Ideally it would be able to connect to some kind of 'plugin repository' to download and install various user submitted plugins. Such a system would have to have BIG BOLD warnings attached telling people that these were USER created and not officially supported by Guild Software. Also a way for users to rate the plugins would be nice.
There probably shouldn't be any way for users to leave reviews (to avoid flame wars). Instead just a pair of star ratings, one for the plugin overall, the other for whether it works or not (some plugs work well, only after you make it work in your specific instance)
Such a manager would hopefully also be able to work with plugins NOT sourced from the above hypothesized repository.
Really having some kind of integrated "plugin manager", so you can simply check boxes for the various plugins you want to run would be nice. Ideally it would be able to connect to some kind of 'plugin repository' to download and install various user submitted plugins. Such a system would have to have BIG BOLD warnings attached telling people that these were USER created and not officially supported by Guild Software. Also a way for users to rate the plugins would be nice.
There probably shouldn't be any way for users to leave reviews (to avoid flame wars). Instead just a pair of star ratings, one for the plugin overall, the other for whether it works or not (some plugs work well, only after you make it work in your specific instance)
Such a manager would hopefully also be able to work with plugins NOT sourced from the above hypothesized repository.
Plugins are explicitly unsupported by Guild Software. They can break the game, they can leak information to other players, they can do all kinds of bad things.
As a result, it's very "use at your own risk", and we have no intention of creating some kind of polished plugin management system, or go down the terrifying rat-hole of having to evaluate every plugin and every version-update that comes through.
The goal should actually be:
"Hey, this plugin has functionality I just can't live without" (makes suggestions thread for that content)
Think of it as a way for players to individually experiment with possible improvements, and demonstrate their value. Not as a "permanent" solution for adding features.
Generally, plugins have terrible performance compared to actual official implementations of the exact same features. So, I would always rather integrate functionality into the game officially, once the value-proposition and use case have been proven.
As a result, it's very "use at your own risk", and we have no intention of creating some kind of polished plugin management system, or go down the terrifying rat-hole of having to evaluate every plugin and every version-update that comes through.
The goal should actually be:
"Hey, this plugin has functionality I just can't live without" (makes suggestions thread for that content)
Think of it as a way for players to individually experiment with possible improvements, and demonstrate their value. Not as a "permanent" solution for adding features.
Generally, plugins have terrible performance compared to actual official implementations of the exact same features. So, I would always rather integrate functionality into the game officially, once the value-proposition and use case have been proven.