Prevent restarting the game on updated disabled mod

Ideas that are too old (too many things have changed since) and ones which won't be implemented for certain reasons or if there are obviously better suggestions.

Moderator: ickputzdirwech

User avatar
JaJe
Long Handed Inserter
Long Handed Inserter
Posts: 86
Joined: Wed Feb 27, 2019 6:48 pm
Contact:

Prevent restarting the game on updated disabled mod

Post by JaJe »

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).
User avatar
Jon8RFC
Filter Inserter
Filter Inserter
Posts: 554
Joined: Tue May 10, 2016 3:39 pm
Contact:

Don't restart Factorio after updating a disabled mod

Post by Jon8RFC »

If a mod isn't enabled, and is then updated, there is no need to force a restart of Factorio from the mod updater.
Image
dgw
Fast Inserter
Fast Inserter
Posts: 197
Joined: Tue Apr 12, 2016 7:06 pm
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by dgw »

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.
User avatar
Jon8RFC
Filter Inserter
Filter Inserter
Posts: 554
Joined: Tue May 10, 2016 3:39 pm
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by Jon8RFC »

I agree.
Oops, created a duplicate topic.
Image
Koub
Global Moderator
Global Moderator
Posts: 7902
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by Koub »

[Koub] Merged topics with same suggestion.
Koub - Please consider English is not my native language.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14561
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by Rseding91 »

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.
If you want to get ahold of me I'm almost always on Discord.
Koub
Global Moderator
Global Moderator
Posts: 7902
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by Koub »

[Koub] Okay so moving this to "Not Implemented/Outdated".
Koub - Please consider English is not my native language.
Darinth
Filter Inserter
Filter Inserter
Posts: 323
Joined: Wed Oct 17, 2018 12:17 pm
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by Darinth »

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"
dgw
Fast Inserter
Fast Inserter
Posts: 197
Joined: Tue Apr 12, 2016 7:06 pm
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by dgw »

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?
TRauMa
Inserter
Inserter
Posts: 41
Joined: Fri Jan 15, 2016 3:48 pm
Contact:

Re: Prevent restarting the game on updated disabled mod

Post by TRauMa »

...and the game also forces a restart if you have "automatically enable new mods" disabled, where AFAICS the problem doesn't exist.
Post Reply

Return to “Outdated/Not implemented”