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[0.17.6] Client only mod causes issues with mod synchronisation
Posted: Wed Mar 06, 2019 3:59 pm
by bobingabout
viewtopic.php?f=51&t=17367&start=80#p408059
Back a while ago, it was stated that any mods without data or control, and later settings, such as those that only hold locale files or scenarios, would be considered client side only mods. I think this dates back to when multiplayer was first added, and you still had to pay extra for the scenario pack. Scenario pack could be installed without sync errors.
Seems that my locale mod (Not actually mine, but Karosieben's mod) which contains only locale files (and a couple others not read by the game) doesn't seem to work in 0.17 multiplayer.
Re: [0.17.x] Client only mod causes issues with mod synchronisation
Posted: Wed Mar 06, 2019 4:49 pm
by Loewchen
Re: [0.17.x] Client only mod causes issues with mod synchronisation
Posted: Wed Mar 06, 2019 4:54 pm
by Bilka
"Doesn't work" is very nondescript and the linked thread also doesn't elaborate futher. What exactly is the problem?
Re: [0.17.6] Client only mod causes issues with mod synchronisation
Posted: Wed Mar 06, 2019 8:11 pm
by Rseding91
The "client only mod" feature was removed in the latest 0.17 so by doing that this is solved.
Re: [0.17.6] Client only mod causes issues with mod synchronisation
Posted: Thu Mar 07, 2019 8:47 am
by bobingabout
I guess this means that in 0.17.7? onwards, everyone will be forced to have the locale mod even if they don't need it?
Re: [0.17.6] Client only mod causes issues with mod synchronisation
Posted: Thu Mar 07, 2019 12:27 pm
by Rseding91
bobingabout wrote: Thu Mar 07, 2019 8:47 am
I guess this means that in 0.17.7? onwards, everyone will be forced to have the locale mod even if they don't need it?
Yep because it is needed even if it's just locale. By it existing it can effect mod sort order which effects mod load order and event order. Also mods can use game.active_mods[...] and see it exists to change things even more.
Re: [0.17.6] Client only mod causes issues with mod synchronisation
Posted: Thu Mar 07, 2019 3:13 pm
by bobingabout
Rseding91 wrote: Thu Mar 07, 2019 12:27 pm
bobingabout wrote: Thu Mar 07, 2019 8:47 am
I guess this means that in 0.17.7? onwards, everyone will be forced to have the locale mod even if they don't need it?
Yep because it is needed even if it's just locale. By it existing it can effect mod sort order which effects mod load order and event order. Also mods can use game.active_mods[...] and see it exists to change things even more.
understandable reasons, but it still kinda sucks. it kind of defeats one of the main reasons why the mod exists instead of locale entries being baked into my mods. (Only non-english users need to install it)
The other reason still stands though, previously when it was baked into my mods, translations would often go unpublished until I updated the mod, it also put pressure on me to keep translations up to date.
Since it became it's own mod, and it's own project, It's had many new languages added to it, and sees far more updates than most of my mods. Making it a 3rd party maintained optional mod was a huge benefit to all parties.
it would be nice if there was an official way to add additional language packs that don't need to be synchronised to all people in a multiplayer.