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How does the game decide when a mod is no longer valid for a saved game?

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7 years ago
Jun 8, 2017, 4:06:26 PM

I've noticed making bug fixes to my mods that they seem to force me to start a new game to test with every update.


Will this always be true? Is it possible to make small adjustments to a mod that will not break saved games?

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7 years ago
Jun 8, 2017, 11:21:38 PM

My experience has been that the game is pretty forgiving of the changes I've made to a mod and then tried to open a save that had that mod included.

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7 years ago
Jun 9, 2017, 8:23:06 AM

Kareal, I tried several times to save a game with a mod (3 different mods), modify the mod and reload the game and I have no problem.
Could you tell me what you change in your mod?

Updated 7 years ago.
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7 years ago
Jun 10, 2017, 7:11:35 AM

I don't remember, I was working on the overcolonization mod so probably the OverColonization Threshold for various map sizes. I was just slightly annoyed when I posted that I had a game with a bunch of colonized systems and the autosave wasn't loading.


Any chance that loading a save game will turn on the appropriate mods instead if needing to remember what mods were on for that game. Or even better inform you that the mod needed isn't present/doesn't exist.


Edit: I may have figured it out, seems like the game treats the Workshop and Local versions of mods as completely different mods.

Updated 7 years ago.
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7 years ago
Jun 12, 2017, 8:15:16 AM

On the Load Game screen, you have a tooltip on the right column "Mods" that inform you about wich mod is needed or isn't present to load the game.



Currently, we have a small issue if one of these mods is not installed: the tooltip displays the steam workshop ID instead of the name of the mod.

The "auto-download/enable mod" is a feature we really want to implement.


For the local/workshop version, I will investigate.

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