Disable all mods in campaign

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CzBuCHi
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Disable all mods in campaign

Post by CzBuCHi »

TL;DR
Campaign should be played as devs intended and not with mods.
Why ?
Some mods may change game entirely and i think, that campaign need to be played as devs intended ...

Also when mod adds new ore and changes recipe for basic items campaign becomes unplayable ... (for ex. Bob's mod changes yellow belt to require Tin ore which player obviously cannot mine on campaing map ...)
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Re: Disable all mods in campaign

Post by Rseding91 »

Last I checked the campaign was meant to error if it detected you started it with any mods. Thus preventing you from playing it with mods.
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Re: Disable all mods in campaign

Post by eradicator »

Rseding91 wrote: Sat Jun 08, 2019 7:30 pm Last I checked the campaign was meant to error if it detected you started it with any mods. Thus preventing you from playing it with mods.
Check again.
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Re: Disable all mods in campaign

Post by Rseding91 »

Checked as in talked to the campaign guys about possible solutions. Clearly they didn't implement it yet.
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Re: Disable all mods in campaign

Post by abregado »

agree, but havent implemented yet. Solution not yet designed.
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Re: Disable all mods in campaign

Post by QGamer »

This sounds like a very interesting idea:
  1. Will this work for scenarios in addition to campaigns?
  2. Can this be used to allow some mods but not others?
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Re: Disable all mods in campaign

Post by ssilk »

In practice it maybe runs into this solutions:

A. We have Mods-Sets
B. We have Mods-Filters

A explained: A mod-set is what is basically stored in mods.json: Just a list of mods. Such a list can be part of a map, or the player can store such lists himself to exchange mods fast or keep old mod-versions to replay older games.

Be also inspired by https://docs.npmjs.com/files/package.json#dependencies
That is how npm handles version-updates of mods. Just an idea.

B explained: Mod Filters are also a list of mods, but include information about how that list should compare the current mods and if it should add or remove mods. Thinking of white/black-listings of mods. Like

Code: Select all

ALLOW {
  ! ALL            // no additional mod allowed
}
ADD {
  MOD1, MOD2, MOD3 // a list of mods
}
REMOVE {}
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