any chance of this being implemented soon?
Sure yeah that can be an attribute of a module
You should be able to also require everything WITHOUT a tag (or leave it as a setting.) Excluding everything that has a tag group is probably the main priority.
Honestly ion really feel like adding so many settings, it feels kinda unecessary
Tho u can alr do this with ModuleAncestors; game
and ModuleExcludeTag
I feel like the purpose of ModuleIncludeTag
would be more to prevent certain categories of modules from interacting with each other (e.g Client, Server, Shared) than a scope system, meaning I also wouldnât have to create a tag for shared modules and other things of the sort, but itâs fine however you want. I feel like an IncludeGlobalModules
setting would probably make the plugin work best. (Also excluding everything would get pretty repetitive and STILL not work with includes.)
You donât need to worry about having a boatload of settings since you can just set most of them once and then be done.
You should also provide a settings configuration command at the top of the script to help people set things up quickly.
You can actually just add a Server
and Client
tag to shared modules (or not add them at all lolz)
Fair, would be kinda hard to document tho (i hate writing docs :((((( )
Ehh you can already set ModuleAncestors
to game
and set ModuleSearchMode
to descendants
to achieve this
You just said that EVERY module that doesnât have the ModuleIncludeTag
would be excluded, will you include modules without ANY ModuleIncludeTag
s in the autocomplete?
I can probably do the new docs for you if you really canât be bothered
GlobalModules as in modulescripts that do not have any ModuleIncludeTag
s at all

You just said that EVERY module that doesnât have the
ModuleIncludeTag
would be excluded, will you include modules without ANYModuleIncludeTag
s in the autocomplete?
Ohh true, yeah my bad kinda brain fart there

I can probably do the new docs for you if you really canât be bothered
Youâd do that for me?

GlobalModules as in modulescripts that do not have any
ModuleIncludeTag
s at all
I dunno man, this seems like kind of a weird setting to add considering most people put their modules in roughly the same areas for organization sake
Ok so iâm actually kinda having a hard time creating GlobalModules
because Iâd have to loop thru all the games descendants and check their tags table via GetTags Is it worth it???
Patch 16.9nice
- Fixed an error that occured when parsing string tuples for
ModuleExcludeTags
andModuleIncludeTags

Is it worth it???
not right now atleast
id say the include ancestors and the attribute to rename the variable are top priority rn, you can find a better way to change the behavior of it when you feel like it
also, donât you only have to loop through ModuleAncestors?

also, donât you only have to loop through ModuleAncestors?
Then the same behaviour could be replicated by ModuleExcludeTags
, which you can set to be the same as ModuleIncludeTags
!
Ok ok wait
What are we trying to do here?
Arenât you trying to still autocomplete modules that donât have any SimpleComplete import tags?
Why would you have to loop through game to do that? ModuleAncestors is where the user wants to search for modules
How would exclude even replicate that behavior, youâre just excluding what youâre trying to include?

How would exclude even replicate that behavior, youâre just excluding what youâre trying to include?
Exclude is done when looping thru ancestors, include is done before that and just adds modules, so you can have the 2 be the same and itâll still work :V Ik a bit confusing
Patch 16.10:
-
Changed
ModuleAncestorTag
toAncestorIncludeTags
, which is a string tuple of tags you can use to include module ancestors
It works similarly toModuleIncludeTags
, but for ancestors. -
Added the usage of â__VarNameâ and â__Docstringâ attributes to edit how a module will be auto imported
Note that the usualDocstring
attributes and tags arenât able to be used for these module docstrings, Iâll probably implement it soon
You should probably stick to SC_, it looks prettier and describes what the attribute is for.
Ahh will do, the update is new :V
If I gave a folder that contains ModuleScripts two different AncestorIncludeTags, I would be able to import modules from another folder that only has one of the matching tags, correct?

If I gave a folder that contains ModuleScripts two different AncestorIncludeTags, Iâd be able to import modules from another folder that only has one of the tags, correct?
I donât quite understand, can you rephrase that?
(btw im out of hearts for the day)
(also agagahgaghah i gotta sleep)
(cya tmrw pls respond)

__VarName
__varname shouldnât change the autocomplete callback 100% of the time, it should be a setting. People might want to define different modules with the same variable (for example, blink, which generates both a client and server module). I think I tagged both of them properly, but the server module still requires the client one oddly enough.
Also, the modules that have an ancestor tagged Server can still require modules with ancestors tagged as Client.
I have a folder for modules thatâs tagged as Server, and one tagged as Client, they should only be able to require other modules that are in the folder, have the same tag, and optionally global modules.