SamSuka
FluffyQuack
FluffyQuack

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Current TODO list for Fluffy Manager 5000

Here's my current TODO list for features I want to add to Fluffy Manager. Note that all of these are mere plans, so some of these I might scrap and I also have no idea when I'll start working any of these.

HIGH PRIORITY:

- For "addon"-style mods, the actual switch should be clickable: This was an oversight by me. I forgot to make it so you can click on the switch itself to enter the addon submenu.

- Overhaul custom game support: The custom game support has a few problems right now. You can't make it support UE4 games the same way the mod manager supports SC6, Code Vein, and Trials of Mana (it will try a more fancy method instead, which actually only works with a select few UE4 games, like SF5). I also want an easy way for people to share custom game templates.

- Fix "homepage" icon being in incorrect location when downloading mods: This is a small bug that should be easy to fix by looking at how the code positions and resizes the mod downloader preview window based on resolution.

- Convert Unicode modinfo.ini files to ANSI: Adding proper support for unicode will be hard, but it should be easy to automatically convert unicode text files to ansi (and throw away the characters which don't exist in ANSI character set).

MID PRIORITY:

- Add a notification for when new mods are downloadable via the mod manager: I'm adding more and more mods which can be downloaded directly via the mod manager and at this rate it's becoming hard for the user to tell when new mods are available. It wouldn't be hard to cache the last loaded version of the list, compare to the latest version, and then highlight the mods which are new.

- Add a search filter to downloadable mods: As mentioned above, the list of mods is increasing so more convenient ways of browsing the list would be nice. It shouldn't be hard to add a very basic search function which only lists mods matching a specific string.

- Option to "re-validate" all PAK files for an RE Engine game in case the user deleted the mod manager while mods were installed.

- Maintain a local cache of downloaded screenshots of downloadable mods. Right now when you download screenshots of mods in the "downloads" section, then those are stored only in memory and need to be re-downloaded when running the mod manager again.

LOW PRIORITY:

- Add support for mods being tagged as addons for addons: This was requested to me as a new way to organize mods. I have no idea how hard it would be to implement.

- Add support for mods in 7-zip format: This would be a nice feature though it would take a lot of work, and while 7-zip results in smaller archives it would result in mods being slower to install. Last I checked, RAR archive format is the fastest at decompression.

- Make the entire mod manager support keyboard and gamepad input: Right now every part of the mod manager can be used with a mouse, but only specific parts of it can be used with the keyboard or gamepad. But as with the above, this is very low priority as I imagine 99.9% people would prefer to use the mouse for everything anyway.

- Compress ArchiveList.bin: This file contained cached data about a game's archive files and can become relatively big (ie, 12mb) if a game has a lot of files. One obvious optimization is to store it compressed.

- Add support for unicode text: This would be a very good feature but, unfortunately, all of the text-handling in the code right now is hardcoded to be ANSI, so this would be a massive undertaking.

FINISHED:

- Support multiple mods in one RAR file.

- Add more info to the help feature.

 - Reduce GPU load when idle: This is already done to an extent, but GPU usage can be reduced to literally zero if nothing is currently being animated. This wouldn't necessarily be hard to implement but would take some take in order to go through the entire code and flag what parts of the code lead to animation. 

- Add support for auto-updates: The mod manager can automatically check for new versions of the mod manager and it will give you a download link to the latest version. But even fancier would be a way for the mod manager to download the new version and install it automatically. I have an idea of how I can do this, but it would take a lot of time to implement.

- Make wallpapers.pkg be downloadable from within the mod manager: Would reduce the download size of the mod manager itself and allow me to add even more wallpapers without worrying about download size.

- Make minigames.pkg be downloadable from within the mod manager: Same as above. This would allow me to make the base download for the mod manager be as small as possible. This isn't a big priority as I doubt people care the mod manager is about 10mb, but I like the idea of making the base download tiny.

- Add some prompts to the Dragon's Dogma save manager making it more apparent how it works: This would be nice as its interface may not be most self-explanatory. On the other hand, I imagine there are only 2 people actually using this feature.

Comment below if you think other features should be in the TODO list or if I should change the priority of any of these.


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