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How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 12:09 pm
by MPeti1
Hi!
I've installed a dozen of mods in one of my save,including all mods from FactorioBasics and almost all from 5dim.I figured out 5dim's Battlefield mod disables some items from FactorioBasics,such as Mk2 Tank,improved laser turret,and the blue ammo.How can i remove 5dim's battlefield mod without breaking the save's replay?
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 12:43 pm
by daniel34
You can't. Even if you could remove a mod from an existing game and replay it you would certainly get a desync/crash pretty soon.
Reason: Factorio is deterministic, which means each action always has the same consequence, that's how replays work. Change one action and you get a different outcome. You could compare it to the Butterfly effect.
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 12:54 pm
by Adil
Replay is forensic tool for devs debuging multiplayer. Basically it is the same game run but with actions performed from log instead of direct player input. To recreate the gameplay in every detail it depends on determenistic nature of the code, if you change the code the replay will stray away from actual game played. While sounding exciting, it usually leads to game hangups rather than amazing parallel universe where your base is designed better. The support of time evolving code is not in.
These days the game performs checksum comparison of the mods to determine whether they have been changed, thus any alteration of mods will be detected.
Wasn't the replay disabled at the moment you've added the mods to your save anyway?
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 12:59 pm
by daniel34
Adil wrote:Wasn't the replay disabled at the moment you've added the mods to your save anyway?
If you start the game with the mods already enabled you can still replay it without problems if you have the same mods. Only changing (adding/removing/updating) them will disable the replay.
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 1:08 pm
by MPeti1
Thanks for reply!
If i can't remove 5dim battlefield without breaking the replay,can i find any way to "re-enable" the items that are disabled from FactorioBasics by 5dim bf?for example it disables Mk2 tank (with 10k hp),improved laser turret and the blue ammo,and i need these to fight with biters,because 5dim's tanks can be destroyed too quickly,and the red ammo is too weak :/ i have some mods that adds very strong weapons,for example orbital ion cannon,but for these i need a lot of alien artifact,about 3-4k.
Adil:the replay is working now,because i dont added any mods since i generated this "world"
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 1:20 pm
by prg
If the recipes for the items are only disabled with no way to research them but not completely removed, you can enable them with
Code: Select all
/c game.local_player.force.recipes["recipe-name"].enabled = true
Re: How to remove a mod from a save without breaking the replay?
Posted: Sat Apr 16, 2016 1:51 pm
by MPeti1
prg:with this worked for me

with "test mode" mod in an other map i found the items name,and i can add the items

thanks
