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V4.0.5 Trash limit warning and prompt are now fully functional.
The trash limit warning preference now functions.
- "Log" will log a warning in the console.
- "Prompt" will create a JOptionDialog warning the trash limit has been exceeded and prompts to do a clean now.
Fixed ComboBox type QuestionCards not auto-populating their data when given an index instead of a text value. This was done because I prefer to strore the index value of combo boxes for preferences.
This still supports being given a text value. How it works is that if the given value is not in the value options, it will try cast to an Integer and set the selectedIndex to it.
Fixed the quick-trash not actually using the preference values.
Fixed mods not loading for only the **first** attempted on boot. Well, it was loading but it would not re-draw unless something was clicked on.
Now it will always update using a property change listener.
Logs now include seconds.
Updated the README to reflect some new features.
Updated the FAQ to have some more relevant info for modders.
Copy file name to clipboardExpand all lines: docs/FAQ.md
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-### What do I need to run FCMM?
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All you need is a Java runtime. Ideally version 25 or newer.<br>
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Changes in version 22 to `Java.nio` for Path handling made this project way cleaner but also not compatible with older runtimes.<br>
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All dependencies are very small (currently 1) and are hence bundled with the .jar file.
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All dependencies are very small (currently 1) and are hence bundled with the .jar file so you won't need anything else.
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-### How do I install and run FCMM?
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- ### Should I use this instead of Vortex from Nexus?
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No -well, it depends.<br>
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Vortex uses a virtual file-system (VFS) to deploy games within. In short, this means that when a game want say, file *A* the VFS could point that path to anywhere else, leading it to file *B* without the game necessarily knowing.<br>
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Why does this matter? It is unquestionably safer, and way faster when running the mod launcher simply because no files are actually moved or replaced. Its simply a different approach with different limitations.
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Why does this matter? It is unquestionably safer, and way faster when running the mod launcher, simply because no files are actually moved or replaced. Its simply a different approach with different limitations.
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- ### But when *should* I use FCMM?
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While using a virtual file-system is "better", its not always supported. Some games cannot run in a VFS or their anti-cheat flags it as a problem. Or Vortex might not have an extension for your game!<br>
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In those cases, I recommend using FCMM, that is what it is made for and what I personally use it for.
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- ### I'm a modder, what do I need to know?
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For modder, FCMM makes it easy to update mods quickly and seamlessly.<br>
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If you have a custom mod, what you should do is add it to FCMM, so the launcher handles its deployment. Then when you want to make changes to the mod:
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- Edit the mod-data **inside** your Mod Storage, editting the compiled mod-data for FCMM.
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- Doing this, to update the mod simply click "Edit", *switch to "Update"* and "Save".
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- **Done!** The mod will be automatically re-compiled using the exsisting data and re-deployed to the game with the same load order as before.
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