Prevent restarting the game on updated disabled mod

Ideas, that are too old (too much things changed) or won't be implemented cause of some reasons or if there are obvious better suggestions.
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JaJe
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Prevent restarting the game on updated disabled mod

Post by JaJe » Sun Apr 07, 2019 9:03 pm

Everytime I start Factorio I go to the mods tab to check if any of my mods have an update. I don't play everytime with all my mods active but with some active and some disabled. However when I already have some mods disabled but there are available some update for it why the game restart itself after update when the mod is already disabled?

This game should restart only if I activate certain mod no matter if I update it or not (if is possible).

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Don't restart Factorio after updating a disabled mod

Post by Jon8RFC » Thu Jul 18, 2019 7:22 pm

If a mod isn't enabled, and is then updated, there is no need to force a restart of Factorio from the mod updater.
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Re: Prevent restarting the game on updated disabled mod

Post by dgw » Mon Aug 05, 2019 8:50 am

Yep, restarting after updates of only disabled mods makes no sense.

The game should restart if the set of active mods changes, or if an active mod is updated.

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Re: Prevent restarting the game on updated disabled mod

Post by Jon8RFC » Mon Aug 05, 2019 5:32 pm

I agree.
Oops, created a duplicate topic.
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Re: Prevent restarting the game on updated disabled mod

Post by Koub » Mon Aug 05, 2019 7:30 pm

[Koub] Merged topics with same suggestion.
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Re: Prevent restarting the game on updated disabled mod

Post by Rseding91 » Tue Aug 06, 2019 2:35 am

This was an intentional simplification because figuring out if updating a mod makes a previously disabled mod now want to be enabled is a complex question. A mod could be disabled because it's dependencies said it should be if mod X was active. Then the mod could be updated and no longer have that dependency meaning it will be enabled on next restart.

That's just 1 of the cases - there are many others. So, it just always requires a restart.
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Re: Prevent restarting the game on updated disabled mod

Post by Koub » Tue Aug 06, 2019 5:26 am

[Koub] Okay so moving this to "Not Implemented/Outdated".
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Re: Prevent restarting the game on updated disabled mod

Post by Darinth » Tue Aug 06, 2019 5:46 pm

And this is why I like to caveat my "this looks like a simple change" with "but I don't know the codebase, and what often looks like a simple change may have lots of problems that I can't see"

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Re: Prevent restarting the game on updated disabled mod

Post by dgw » Wed Aug 07, 2019 9:29 pm

I won't make a new thread because I suspect the answer will be a similar "it's complicated", but why does the game also force a restart on deleting a disabled mod?

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