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complete.example.toml
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complete.example.toml
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# Config file spec
# https://toml.io/en/latest
############################## required ##############################
# The absolute path to the game folder, the original game files without any mods.
path = "/mnt/big data/my game"
############################## optional ##############################
# In the following lines, "<gameID>" is the basename of this toml configuration file (<gameID>.toml)
# Defines the default mod set to activate.
# Can be overridden from the command line with --set <modID>
# An empty or missing value results into a a game without any mods.
# The same is applies when called with --set ""
# See below for the "[set1]" table example.
active = "set1"
# Defines the search location for mods.
# default: "$XDG_DATA_HOME/mod-manager/<gameID>"
mod_root_path = "/mnt/big data/mods"
# Sets if the game file folder can be written into.
# If this is true, the changes made will be saved in "$XDG_CACHE_HOME/mod-manager/<gameID>/<modID>_persistent"
# Defaults to false.
writable = true
# This sets whether or not the "pre_command" table should be started after applying any mod set.
# See below for "[[pre_command]]" table examples.
# Defaults to false.
run_pre_command = true
######################################################################
# Basic mod set example #
######################################################################
# Set identifier
# Required, because referenced in "active" above
["set1"]
# Sets if the game file folder can be written into.
# If this is true, the changes made will be saved in "$XDG_CACHE_HOME/mod-manager/<gameID>/<modID>_persistent"
# Defaults to false.
writable = true
# Mods array containing all mods, that are applied with this mod set.
# Each mod is expected to be found in the "mod_root_path", see above.
# Mods, that are lower in the listing below, are less prioritized
# Example: When two mods include the same file, only the upper one will be seen by the game
mods = [
"mod1", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/mod1"
"mod2", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/mod2"
"mod3", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/mod3"
]
######################################################################
# Advanced mod set example #
######################################################################
# Set identifier
["everything"]
# Mods array containing all mods, that are applied with this mod set.
# Each mod is expected to be found in the "mod_root_path", see above.
# Mods, that are lower in the listing below, are less prioritized
# Example: When two mods include the same file, only the upper one will be seen by the game
# Sets can be nested - beware you don't create an infinite loop!
mods = [
"mod1", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/mod1"
"Visual Enhancements", # ID of a set which is defined below as ["Visual Enhancements"]
"mod2", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/mod2"
]
# Set identifier
["Visual Enhancements"]
# Defines that the [[pre_commands]] should be run.
# Identical to the global option above, but only applies when this mod set is in use.
# Defaults to false
run_pre_command = true
# Defines a custom command for this mod set. See below for the ["my_special_command"] example.
command = "my_special_command"
# Mods array containing all mods, that are applied with this mod set.
# Each mod is expected to be found in the "mod_root_path", see above.
# Mods, that are lower in the listing below, are less prioritized
# Example: When two mods include the same file, only the upper one will be seen by the game
# Sets can be nested - beware you don't create an infinite loop!
mods = [
"4k Textures", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/4k Textures"
"Sunny weather", # This folder has to exist: "$XDG_DATA_HOME/mod-manager/<gameID>/Sunny weather"
]
# An array of pre_commands, can appear multiple times.
# Defines commands that will run after applying the mod, but only if any mod set or the global option has "run_pre_command" set to true
[[pre_command]]
# Sets if the command should be waited for, before continuing
# Defaults to true
wait_for_exit = false
# If there should be waiting time after this command, before continuing to the next.
# Defaults to 0
delay_after = 60
# The actual command to use as an array of strings.
# Shell variables like "~" or "$XDG_DATA_HOME" aren't available here.
command = [
"wine",
"my-pre-command.exe",
"--path",
"/asd/asd/asd",
]
# Additional environment variables for the command as a sub table in the form of:
# VARIABLE = "value"
[pre_command.environment]
WINEPREFIX = "/path/to/prefix"
MY_ENV = "variable"
# An array of pre_commands, can appear multiple times.
# Defines commands that will run after applying the mod, but only if any mod set or the global option has "run_pre_command" set to true
[[pre_command]]
# The actual command to use as an array of strings.
# Shell variables like "~" or "$XDG_DATA_HOME" aren't available here.
command = [
"bottles-cli",
"run",
"--bottle='my-bottle'",
"--program='my-program'",
]
# Additional environment variables for the command as a sub table in the form of:
# VARIABLE = "value"
[pre_command.environment]
MY_ENV = "variable2"
# A single command, which has to be referenced previously, see above.
["my_special_command"]
# Sets if the command should be waited for, before continuing
# Defaults to true
wait_for_exit = false
# If there should be waiting time after this command, before continuing to the next.
# Defaults to 0
delay_after = 60
# The actual command to use as an array of strings.
# Shell variables like "~" or "$XDG_DATA_HOME" aren't available here.
command = [
"wine",
"my-pre-command.exe",
"--yes",
]
# Additional environment variables for the command as a sub table in the form of:
# VARIABLE = "value"
["my_special_command".environment]
WINEPREFIX = "/path/to/prefix"
MY_ENV = "variable"