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add support for enablign and disabling mods based on save

Posted: Fri Nov 04, 2016 8:45 am
by factoriouzr
Add support for enabling all mods when loading a saved game via a popup warning saying something like "do you want to automatically enable all mods associated with this saved game" if they aren't all enabled.
Also add support for disabling all mods that are not associated with this saved game via another popup if there are more mods enabled then were previously in the saved game.

Optionally implement some sort of save profile system or mod profile system where you can save active and deactivated mods in profiles that you can restore later. Perhaps allow each mod profile to keep it's own set of saves?

This feature is really needed because it's a pain to play multiple saved games with different mods enabled. You have to check the list of mods on the save right before loading it though that tiny interface (that should be made much bigger BTW) and that tiny scroll bar and then remember all of them or write them down. then go back to mods, and enable the ones you need and disable all the other ones, then go back and load the game. This is very tedious and time consuming. It should be automated as I described.

Re: add support for enablign and disabling mods based on save

Posted: Fri Nov 04, 2016 8:50 am
by bobingabout
Currently, the reason why you can't do that is because data is parsed (Loaded and interpreted) on GAME load, and the only way to change this information is to hard reboot the game.

Unless this changes, what you're asking isn't possible. (And to be honest, a soft reset should work... instead of closing the game and reopening it, it could just dump all contents related to the data from RAM, and reload, then continue from where it left off. Other games do it.)

However, there are some plans for 0.15 for doing this sort of stuff, I just don't know how far they're taking it.

Re: add support for enablign and disabling mods based on save

Posted: Mon Nov 07, 2016 1:11 pm
by factoriouzr
bobingabout wrote:Currently, the reason why you can't do that is because data is parsed (Loaded and interpreted) on GAME load, and the only way to change this information is to hard reboot the game.

Unless this changes, what you're asking isn't possible. (And to be honest, a soft reset should work... instead of closing the game and reopening it, it could just dump all contents related to the data from RAM, and reload, then continue from where it left off. Other games do it.)

However, there are some plans for 0.15 for doing this sort of stuff, I just don't know how far they're taking it.
Thanks for the info. I hope they implement this as it would be really useful.

Worst case, implement what I suggested and force a restart of the game to enable the mods, then auto load the same saved game with the same settings (eg. if loading it in multiplayer).

Re: add support for enablign and disabling mods based on save

Posted: Mon Nov 07, 2016 8:05 pm
by Rseding91
It's already on my to-do. I just need to find a good place to put the button.

Re: add support for enablign and disabling mods based on save

Posted: Mon Nov 07, 2016 9:14 pm
by Mendel
Which button? (as in why not just load the game as normal but do whatever necessary to load the game, including restart of client if necessary)

Re: add support for enablign and disabling mods based on save

Posted: Mon Nov 07, 2016 9:19 pm
by Rseding91
Mendel wrote:Which button? (as in why not just load the game as normal but do whatever necessary to load the game, including restart of client if necessary)
How would you then load a game with different or disabled mods? It can't be a native "when loading just enable the mods for this". It needs to be something else like "enable required mods and restart the game" except that's way too long for a button name.

Re: add support for enablign and disabling mods based on save

Posted: Tue Nov 08, 2016 3:14 pm
by factoriouzr
Rseding91 wrote:
Mendel wrote:Which button? (as in why not just load the game as normal but do whatever necessary to load the game, including restart of client if necessary)
How would you then load a game with different or disabled mods? It can't be a native "when loading just enable the mods for this". It needs to be something else like "enable required mods and restart the game" except that's way too long for a button name.
Exactly. This needs to be an option given to the user to enable all mods or not, because the user might want to remove mods from an existing game on purpose.

Re: add support for enablign and disabling mods based on save

Posted: Wed Nov 17, 2021 4:33 am
by ssilk
moved to implemented