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dofile("data/scripts/lib/mod_settings.lua") -- see this file for documentation on some of the features.
-- This file can't access other files from this or other mods in all circumstances.
-- Settings will be automatically saved.
-- Settings don't have access unsafe lua APIs.
-- Use ModSettingGet() in the game to query settings.
-- For some settings (for example those that affect world generation) you might want to retain the current value until a certain point, even
-- if the player has changed the setting while playing.
-- To make it easy to define settings like that, each setting has a "scope" (e.g. MOD_SETTING_SCOPE_NEW_GAME) that will define when the changes
-- will actually become visible via ModSettingGet(). In the case of MOD_SETTING_SCOPE_NEW_GAME the value at the start of the run will be visible
-- until the player starts a new game.
-- ModSettingSetNextValue() will set the buffered value, that will later become visible via ModSettingGet(), unless the setting scope is MOD_SETTING_SCOPE_RUNTIME.
local mod_id = "brrformance" -- This should match the name of your mod's folder.
mod_settings_version = 1 -- This is a magic global that can be used to migrate settings to new mod versions. call mod_settings_get_version() before mod_settings_update() to get the old value.
mod_settings =
{
{
id = "_",
ui_name = "NOTE: This is just an example of mod settings. These don't actually affect anything.",