Handling mods that won't load.
Posted: Wed Sep 07, 2016 7:57 am
I know this isn't a new topic, but due to the recent 0.14.4 update that broke my logistics mod due to requiring an additional tag on train entities, the subject came up again in my sub forum.
What to do when a mod cannot be loaded.
Currently, when a mod fails to load, the game displays an error, and the only option is to quit to desktop. At which point, further attempts to load the game results in the same issue. This leaves the player in the awkward position of having to do something manually... either downgrade the game back to the previous version (As some people mentioned they did to get my mods to work), manually install an updated mod, or remove/disable the offending mod.
Now, Disabling the mod automatically could get quite frustrating for modders, every tiny mistake would require them to re-enable the mod, so this isn't the solution either.
In my opinion, the solution would be that when the dialogue box displaying the error appears, rather than the only option being an "OK" button, that closes the game, there should be 2 options to click. Add in a question along the following line "Would you like to disable the mod and try again?", with the options "Yes" and "No", clicking Yes would do as it says, disable the mod, close the game, and automatically attempt to launch the game again. Selecting No would just close the game as happens now when you press OK.
And that is my suggestion.
What to do when a mod cannot be loaded.
Currently, when a mod fails to load, the game displays an error, and the only option is to quit to desktop. At which point, further attempts to load the game results in the same issue. This leaves the player in the awkward position of having to do something manually... either downgrade the game back to the previous version (As some people mentioned they did to get my mods to work), manually install an updated mod, or remove/disable the offending mod.
Now, Disabling the mod automatically could get quite frustrating for modders, every tiny mistake would require them to re-enable the mod, so this isn't the solution either.
In my opinion, the solution would be that when the dialogue box displaying the error appears, rather than the only option being an "OK" button, that closes the game, there should be 2 options to click. Add in a question along the following line "Would you like to disable the mod and try again?", with the options "Yes" and "No", clicking Yes would do as it says, disable the mod, close the game, and automatically attempt to launch the game again. Selecting No would just close the game as happens now when you press OK.
And that is my suggestion.