Removal of base version dependencies for mods
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- Alien_Squasher
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Removal of base version dependencies for mods
So, with the current stable build of 15.34, I've had to personally edit many dependencies for a number of mods in order to force them to work. Personally, I think that instead of having a "Base version requirement" you should only have a mod requirement, for mods that depend on other mods, like how all of 5Dim's mods depend of 5Dim's Library. I think the base version requirement is if anything counterproductive, because then people just go in and edit dependencies if they want it to work. Instead, If say a mod for 0.12 breaks the game you should just get an error message telling you what mod doesn't work and have the game disable it automatically when it gives you the error message. This would probably work better than the current system of broken mod protection.
Hi. I kill Aliens
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.
Re: Removal of base version dependencies for mods
We had this system for a long time, and when we would update the game, many people would come to bug reports and complain that all their mods broke, that things are making errors, and features of mods don't work etc.Alien_Squasher wrote:So, with the current stable build of 15.34, I've had to personally edit many dependencies for a number of mods in order to force them to work. Personally, I think that instead of having a "Base version requirement" you should only have a mod requirement, for mods that depend on other mods, like how all of 5Dim's mods depend of 5Dim's Library. I think the base version requirement is if anything counterproductive, because then people just go in and edit dependencies if they want it to work. Instead, If say a mod for 0.12 breaks the game you should just get an error message telling you what mod doesn't work and have the game disable it automatically when it gives you the error message. This would probably work better than the current system of broken mod protection.
Even if a mod would load in the new version, say 0.15, it doesn't mean all the API functionality is the same, and means that the thousands of mod users updating their game will come to us for help when some errant mod decides to ruin their experience
- Alien_Squasher
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Re: Removal of base version dependencies for mods
Oh. D:. Well I mean come on.... You go to the developers because of a mod. No. Just no. Oh well, thanks anyway.Klonan wrote:We had this system for a long time, and when we would update the game, many people would come to bug reports and complain that all their mods broke, that things are making errors, and features of mods don't work etc.Alien_Squasher wrote:So, with the current stable build of 15.34, I've had to personally edit many dependencies for a number of mods in order to force them to work. Personally, I think that instead of having a "Base version requirement" you should only have a mod requirement, for mods that depend on other mods, like how all of 5Dim's mods depend of 5Dim's Library. I think the base version requirement is if anything counterproductive, because then people just go in and edit dependencies if they want it to work. Instead, If say a mod for 0.12 breaks the game you should just get an error message telling you what mod doesn't work and have the game disable it automatically when it gives you the error message. This would probably work better than the current system of broken mod protection.
Even if a mod would load in the new version, say 0.15, it doesn't mean all the API functionality is the same, and means that the thousands of mod users updating their game will come to us for help when some errant mod decides to ruin their experience
Hi. I kill Aliens
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.
Re: Removal of base version dependencies for mods
You just did the same thing mods didn't work because of a reliance on base functions so after fixing it you complained to the devs rather than telling the mod makers they should update their mods (ie it's worth it cause people still want to use them)
My Mod ideas - https://forums.factorio.com/forum/vie ... 49#p107558
- featherwinglove
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Re: Removal of base version dependencies for mods
I agree with Klonan (is he surprised?) I've had a couple of cases where all I change in a mod is the info.json dependency and things get weird. (e.g. it took me longer to fix Pollution Damage than it did for me to write the original 0.12 version and there are 0.12 mods that never got updated ...it's so hard to fix them that I still boot up 0.12 on occasion. These are a major part of the reason I was chasing Klonan all over the mod forum and Reddit strangling him for the demise of the original factoriomods.com.)
- Alien_Squasher
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Re: Removal of base version dependencies for mods
I gave a suggestion that would improve the game. Not going "FIX MY MODS!"JohnyDL wrote:You just did the same thing mods didn't work because of a reliance on base functions so after fixing it you complained to the devs rather than telling the mod makers they should update their mods (ie it's worth it cause people still want to use them)
Hi. I kill Aliens
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.
The Hitchiker's Guide to the Galaxy states that when dealing with complex machinery of any sort the first step is: do not panic. If you can do this you're well on your way to being a grade A excuse for an engineer.