New Game and Migration Scripts in Data Lifecycle
Posted: Fri Dec 29, 2023 7:32 pm
When starting a new game with a mod enabled the mods migration scripts aren't run.
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save. There also isn't any wording to this effect that I can see in the Data Lifecycle page.
https://lua-api.factorio.com/latest/aux ... cycle.html
The Migrations page also mentions what happens when you add a mod to an existing save, but not that when you start a new game all existing migrations are marked as having already run.
https://lua-api.factorio.com/latest/aux ... 20be%20run
This does have appeared to have caused some confusion for someone before as well.
viewtopic.php?f=25&t=108540
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save. There also isn't any wording to this effect that I can see in the Data Lifecycle page.
https://lua-api.factorio.com/latest/aux ... cycle.html
The Migrations page also mentions what happens when you add a mod to an existing save, but not that when you start a new game all existing migrations are marked as having already run.
https://lua-api.factorio.com/latest/aux ... 20be%20run
This does have appeared to have caused some confusion for someone before as well.
viewtopic.php?f=25&t=108540