
2) When i enable a mod that has conflicts, it doesn't disable them if they were enabled.
The bug report isn't about SE but mods in general. What does marking mods as conflict count for if you can just play normally with everything enabled?Xorimuth wrote: Fri Dec 16, 2022 12:34 pm Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug.
If mod A lists a conflict with mod B, and you check both of them in the mod list, then restart the game, mod B will be loaded and mod A won't be. In the mod list, both will be checked, but mod A's name will be in red indicating it wasn't loaded due to a conflict.Zaflis wrote: Fri Dec 16, 2022 12:42 pmThe bug report isn't about SE but mods in general. What does marking mods as conflict count for if you can just play normally with everything enabled?Xorimuth wrote: Fri Dec 16, 2022 12:34 pm Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug.
As far as i understand, mods don't have access to list of installed mods. Only way SE can check if Bob's Power is installed if its LUA has actually run. And if that's true then what you said is not correct about red mods not being loaded. I think the lua does something likeXorimuth wrote: Fri Dec 16, 2022 1:39 pmIf mod A lists a conflict with mod B, and you check both of them in the mod list, then restart the game, mod B will be loaded and mod A won't be. In the mod list, both will be checked, but mod A's name will be in red indicating it wasn't loaded due to a conflict.Zaflis wrote: Fri Dec 16, 2022 12:42 pmThe bug report isn't about SE but mods in general. What does marking mods as conflict count for if you can just play normally with everything enabled?Xorimuth wrote: Fri Dec 16, 2022 12:34 pm Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug.
As I said in my first post, SE isn't loaded in your example, because it has a listed incompatibility with Bob's Power. SE Postprocess is a completely separate mod, which doesn't have a listed incompatibility with Bob's Power so it is loaded. SE Postprocess sees that Bob's Power is loaded but SE isn't, and it knows that Bob's Power is incompatible with SE, so it gives this very helpful error telling the user exactly why SE wasn't loaded.Zaflis wrote: Fri Dec 16, 2022 1:52 pmAs far as i understand, mods don't have access to list of installed mods. Only way SE can check if Bob's Power is installed if its LUA has actually run. And if that's true then what you said is not correct about red mods not being loaded. I think the lua does something likeXorimuth wrote: Fri Dec 16, 2022 1:39 pmIf mod A lists a conflict with mod B, and you check both of them in the mod list, then restart the game, mod B will be loaded and mod A won't be. In the mod list, both will be checked, but mod A's name will be in red indicating it wasn't loaded due to a conflict.Zaflis wrote: Fri Dec 16, 2022 12:42 pmThe bug report isn't about SE but mods in general. What does marking mods as conflict count for if you can just play normally with everything enabled?Xorimuth wrote: Fri Dec 16, 2022 12:34 pm Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug.
bobpower=true
Haven't checked exact syntaxes but doesn't matter, mods use if clauses like "if bobpower..." to know if mod is enabled or not. It must be fully active for that check to pass.
No, that is not correct. In the data stage any mod can read a prepopulated table called "mods" where the keys of the table are the names of every installed and active mod, and the values are the version numbers of each mod. See https://lua-api.factorio.com/latest/Data-Lifecycle.htmlZaflis wrote: Fri Dec 16, 2022 1:52 pm As far as i understand, mods don't have access to list of installed mods. Only way SE can check if Bob's Power is installed if its LUA has actually run.