[0.10.2] Mod-State not set correctly, disabled mods loaded

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Creat
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[0.10.2] Mod-State not set correctly, disabled mods loaded

Post by Creat »

I'm on Factorio 0.10.2, and the game doesn't seem to respect the state I set mods to. This was also the case with 0.10.1, but I didn't realize it at the time: I had installed but disabled the "Automatic Rail Laying Machine" mod, then I started my game and noticed after a while that the mod's contents were enabled anyway. I'd dismissed it and just thought I forgot to disable it (though I was rather sure I hadn't), but I now have the same problem again.

I decided to try out DyTek and downloaded a group of modules that sounded interesting. Now, there happens to be a current incompatibility inside DyTek, as the release of the metallurgy module will only come tomorrow. Until then, the "Tools" module isn't compatible with Metallurgy (as it requires the unreleased version). Screenshot 1 showing this state. No problem, I thought, and disabled the Metallurgy module (so the Tools module would work) and started a game. Screenshot for the mod settings used when starting the game, metallurgy is clearly disabled and tools enabled. Once the game loads I'm rather surprised to find plenty of Sand and Lava (Metallurgy resources, see this screenshot and notethe tooltip). Checking my crafting menu (last screenshot here) I don't have the expected "Wooden axe" from the Tools-Module (which was enabled), but the default "Iron axe". So factorio didn't load the tools module because of the incompatiblity with the metallurgy module, which was actually disabled and shouldn't have been loaded at all.

Did I just misunderstand how disabling mods works or what it's supposed to do? I'm rather confused about this at the moment...

Album with all four screenshots: Here
Rahjital
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Re: [0.10.2] Mod-State not set correctly, disabled mods load

Post by Rahjital »

Are you sure you quit Factorio entirely and started it again before trying to play with the changed mods? The game loads all definitions when it is launched, so toggling some mods and then playing a game without restarting Factorio does this. ;)
slpwnd
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Re: [0.10.2] Mod-State not set correctly, disabled mods load

Post by slpwnd »

Rahjital wrote:Are you sure you quit Factorio entirely and started it again before trying to play with the changed mods? The game loads all definitions when it is launched, so toggling some mods and then playing a game without restarting Factorio does this. ;)
This looks like the cause to me as well. Moving this to not a bug, @Creat speak up if it is not the case.
Creat
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Re: [0.10.2] Mod-State not set correctly, disabled mods load

Post by Creat »

Ah thanks for the quick reply.
Nope, didn't restart factorio, so that's my bad (especially since I now saw there's a message about that)

May I suggest turning the text, that informs the user that he needs to restart, red if something was changed by the user? It's not exactly common these days to have to restart a game for changes to a mod selection to apply, hence my confusion about the issue (plus I'm apparently blind and can't read, but it'll happen occasionally with users, the red text should solve that mostly :) ). Not that I mind having to restart btw, factorio restarts pretty quickly, but I just honestly just missed that message.

So thanks and I'll be off playing some :)
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