[0.16.5] Migrations triggered on mod despite being first time added to save
Posted: Mon Dec 18, 2017 1:20 pm
Hello,
referencing this issue on my mod's github page: https://github.com/kyranf/robotarmyfactorio/issues/125
The game appears to be running very old, unnecessary migration scripts when my mod (v0.3.4 currently) is added to a save game in 0.16 which was started (and saved) without the mod in it. When the mod is activated and the save is loaded, it appears to want to run every old migration script since the dawn of time. Perhaps there's a logical issue where it thinks if the mod is new, the first version was 0.0.0 so it triggers loading migrations all the way up the chain to match the current version?
edit: the documentation at http://lua-api.factorio.com/latest/Migrations.html doesn't specifically state what happens when a mod is added for the first time if any migration scripts will be run.
referencing this issue on my mod's github page: https://github.com/kyranf/robotarmyfactorio/issues/125
The game appears to be running very old, unnecessary migration scripts when my mod (v0.3.4 currently) is added to a save game in 0.16 which was started (and saved) without the mod in it. When the mod is activated and the save is loaded, it appears to want to run every old migration script since the dawn of time. Perhaps there's a logical issue where it thinks if the mod is new, the first version was 0.0.0 so it triggers loading migrations all the way up the chain to match the current version?
edit: the documentation at http://lua-api.factorio.com/latest/Migrations.html doesn't specifically state what happens when a mod is added for the first time if any migration scripts will be run.