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Rimworld load order manager5/17/2023 ![]() ![]() ![]() I want to change it to 20% production boost. Imagine I make a mod, which changes how the alge terrarium respond to light. While steam updates automatically, this feature can be very useful for non-steam users. It would be good to have an official way to assign a version number to mods, preferably as ints or system.version, which will allow checking if a mod is of at least a certain version. Also a game is supposed to be fun for the player and dealing with mod load order issues is no fun at all for the player. It becomes very easy to make mistakes even if you are paying attention. However if the user loads 200 mods (realistic for Rimworld), then taking care of requirements for each mod is a pain, particularly if there is no warning if you fail to meet the requirements. It seems fairly simple in Rimworld to load a mod and it says have to be loaded after some other mod. Mods, which can't be loaded (contains conflicting data)įirst and last are relative to the mod containing those lists, not the mod list in general. Mods, which has to be loaded last if present Mods, which has to be loaded first if present Mods, which are required and has to be loaded last Mods, which are required and has to be loaded first The information should consist of a unique mod name (string) and lists of strings for the following purposes: Furthermore if the game refuse mods not containing this information, then all mods will add it. This will make one format for such information and mods will not introduce competing formats. Make the game support mod compatibility and requirements checks. Also if the player doesn't load either, then the files telling about the requirements will be ignored even if the requirements are violated and we know the game won't work as intended. The problem is that the setup is different meaning mods would need to set up for both in order for this to be effective. The check for mod load order and dependencies can also be done by Mod Manager, though both mods offers something the other doesn't meaning it's not farfetched to use both. It's a toolkit to make mods load differently depending on which mods are loaded, load order etc and it's able to produce errors if requirements aren't fulfilled. My background is that I wrote ModCheck for Rimworld. I'm happy because it gives great modding freedom but also concerned because it looks to me like ONI is heading for the same mess as Rimworld when it comes to mods affecting each other and depending on each other. I get the feeling of deja vu when I look at the mod system because it seems fairly similar to the mod system in Rimworld and I'm not just thinking of Harmony, which was originally developed for Rimworld. I'm happy to see ONI supporting the steam workshop. ![]()
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