kianzarrin
kianzarrin
@kvakvs is this still an issue?
The fact that there is a lot of repeated code around is not helping the cause. Encapsulation can reduce a lot of such redundancies.
@aubergine10 >@kvakvs recently split the mod options in to separate files for the various tabs as part of multiple massive code clean-ups, so he probably knows most about the current...
@aubergine10 lets move the discussion #1267 to here: > Example: Go look at GlobalConfig.Instance.Main.ScanForKnownIncompatibleModsAtStartup vs. Options.scanForKnownIncompatibleModsEnabled and how they both interact. that sounds unreasonable. Is this a bug? > >...
@aubergine10 some stuff about the `CheckboxOption` that you might be already aware of but I say it anyway just in case: - you can add your own events to run...
> . But the hassle of moving string with all translations... doing that via CSV editor instead of Crowdin... is it really that hard? I mean if there is a...
I don't think our code should look like real-time mod. just that we should have the functionality to set options for new game.
~~In timed traffic lights short turn gets two steps. in one of those steps it is mixed with pedestrian crossing the road ... I think ... I should double check...
@krzychu124 `HideTMPECrosswalks` cannot be the cause of the problem though it is good practice to produce minimum test case. I removed label `awaiting feedback` because @Ram419 has already gave us...
is it an issue of simulation accuracy? you can increase accuracy in the options at the cost of increasing CPU usage