Mod Adding Confirmation

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TuckJohn
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Mod Adding Confirmation

Post by TuckJohn » Wed Oct 21, 2015 3:02 pm

I am going to but the as simply as I can for readability's sake.

Whenever you wish to load a game (say, with mods A, X, & Y installed) and you have mods A, B, X, & Y loaded, then you should have a confirmation asking if you want to add that mod to the save. For mods like "factorio maps" it would not matter too much, while loading a vanilla game with bobs mods would be terrible. I have already axidentily done that once, and only managed to keep it vannila from an autosave.


I know that it is bad from to have two topics in one thread but I have a question that goes with this: Is it currently possible to remove large mods from a savegame without having to edit the save file directly(like, in a text editor)?
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ssilk
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Re: Mod Adding Confirmation

Post by ssilk » Wed Oct 21, 2015 10:53 pm

You mean: if you load a mod that includes a different set of mods than installed, the game should
- inform you (A diff: which mods would be new for this game, which mods are missing)
- ask to activate/deactivate them.

Right?
What's with mods, that are just in different versions? I mean, the same could happen: It's not working, or the mod has changed so much.
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bobingabout
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Re: Mod Adding Confirmation

Post by bobingabout » Thu Oct 22, 2015 9:27 am

I think what the base game needs is a control.lua script, with a script.on_configuration_change event that runs update_recipes and update_technologies. that was people wouldn't need to add them to migration scripts constantly, just to update recipes and technologies.

or just, like, do it automatically. New recipes and techologies are added to the game automatically, and entities are updated automatically, wh not recipes or technologies?


I'm guessing the main issue here is that when you add some mods, such as some of bob's mods, it may change the base game's recipes and stuff(EG, my electronics mod completely changes the electronics chain, MCI will change the recipe of steel plates to require only 2 iron, and change the recipe for the battery, etc.), which arn't undone again when you disable the mod (due to the lack of those 2 functions being called).
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TuckJohn
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Re: Mod Adding Confirmation

Post by TuckJohn » Thu Oct 22, 2015 12:43 pm

ssilk wrote:You mean: if you load a mod that includes a different set of mods than installed, the game should
- inform you (A diff: which mods would be new for this game, which mods are missing)
- ask to activate/deactivate them.

Right?
What's with mods, that are just in different versions? I mean, the same could happen: It's not working, or the mod has changed so much.
I am thinking more along the lines of when loading a save with different mods that you previously loaded it with, the game will inform you.
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