Post by Joe1234 » Mon Sep 01, 2025 2:35 pm

Finally decided to stop hating events for the sake of it without giving it a real chance and exploring how to make a event based mod. Now, I can hate it for what it actually is lol. On a fundamental level, I get it. Theoretically it should be easier to manage, cleaner and so on....but ehhh, it isn't. The before and after isn't as straight forward and intuitive as one (I) would hope, and then that ties in to when AND how things are rendered if the event will even fire, and then some things can't be hooked in certain situations, and then troubleshooting when things aren't working is a more difficult to trace, and then you have to worry that someone didn't hijack a trigger beforehand (just like someone replacing a piece of code in ocmod that you may be searching for but harder to figure out), and then, and then, and then. Personally I'll stick with ocmod, unless something is ABSOLUTELY necessary to be an event, it's just seems like too much of a headache. Just wanted to vent.

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Post by shana598brush » Mon Sep 01, 2025 2:54 pm

Joe1234 wrote:
Mon Sep 01, 2025 2:35 pm
Finally decided to stop hating events for the sake of it without giving it a real chance and exploring how to make a event based mod. Now, I can hate it for what it actually is lol. On a fundamental level, I get it. Theoretically it should be easier to manage, cleaner and so on....but ehhh, it isn't. The before and after isn't as straight forward and intuitive as one (I) would hope, and then that ties in to when AND how things are rendered if the event will even fire, and then some things can't be hooked in certain situations, and then troubleshooting when things aren't working is a more difficult to trace, and then you have to worry that someone didn't hijack a trigger beforehand (just like someone replacing a piece of code in ocmod that you may be searching for but harder to figure out), and then, and then, and then. Personally I'll stick with ocmod, unless something is ABSOLUTELY necessary to be an event, it's just seems like too much of a headache. Just wanted to vent.
Totally valid take. Events promise cleaner logic, but in practice they can be opaque, harder to trace, and fragile when multiple mods collide. Debugging is tougher, especially with hijacked triggers or missing hooks. OCMOD may be messier, but it’s predictable and easier to control. Stick with what works—unless an event is truly the only viable path.

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Shana Brush

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Post by mary53deaver » Mon Sep 01, 2025 4:28 pm

Your frustration with event-based mods is completely understandable. It's a common experience to find that the "cleaner" theoretical approach doesn't translate to an easier or more intuitive practical experience. The added layers of complexity with timing, debugging, and potential conflicts can indeed make it more of a headache than a help, especially compared to the directness of OCMOD.

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