Quote from: aleido58 on June 12, 2017, 01:21:04 PM
First of all, I'm not programmer/modder or anything to take my word into account.
My testing is only "playing" with the options save-loading, etc...
Is not very save friendly if you left a bill in any workbench, meaning that the save will load but bills will be messed up.
If you get rid of ALL the bills, save the game, remove the mod, and load that save everything seems to work just fine.
Sorry for intruding in your posts...
Hmm... when you say "messed up" what behaviour were you seeing? If you're loading a save with this mod enabled for the first time, then what you should see is existing bills, just as they are, without any of the filters this mod adds. The mod's filters will only take effect on new bills you add after loading it (at least until I do some refactoring of how it stores data), but existing bills shouldn't be broken. If you are loading a save containing the original version of my mod and trying it with the newest version, everything should just work.
Let me know if you noticed any specific behaviour that doesn't match the above.
Quote from: Fluffy (l2032) on June 12, 2017, 08:08:26 AM
As for the save games, have you tested that? I'm not convinced it would work quite so simply, also because they would be saved with an additional class="MySubClass" attribute?
Good point, I hadn't thought of that. Presumably that would also throw an error if I made a separate dictionary with my own persistent objects (though the error will be inconsequential then). I expect the solution to that is to use HugsLib's "World Data Storage" functionality.