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Approach to modding and diabling "different version" mods


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One of the main problems for me so far was how ONI handles mods, especially disabling mods that were not updated. That means any new major version of the game axs good chunk of mods, often meaning axing my abilityto play as there are mods that became almost mandatory for me in terms of UI and QoL.

Here's an example of  modding approach that I think is much better for handling such situations - RimWorld.

Game marks outdtated mods but not outright forbids their usage - stating that using them is your own risk.

I mean if some mod changes minor thing and won't be affected by new version changes, then it still will be disabled just because it was not updated.

There are lots of people, who abandon their mods and won't maintain them and current ONI approach  tomodding means that either only actively maintained mods will be available or you'll have to wait until game developement will end and some version will be final.

 

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every mod should be at folder file called, mod_info.yaml

at there is typed the minimumSupportedBuild, at there you type the current game version number, and thats should be all about update. if game code change allot then it may not work other than that it should be fine

it would be easier if game checks the errors and updates self that number if there is none

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If we are talking about outdated mods that are not being updated then mod_info.yaml is not enough. Recently modding system switched to Harmony 2.0 and that means that all mods must to be recompiled using newest settings and libs. There is nothing that users can do on their own risk - mods that are not updated would crash on the very first attempt of running it. The game prevents such crashes by marking them as outdated.

For more details I encourage you to visit Modding section of the forum - search for information there or start a new thread if you need some more clarification

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The last time they introduced the "last version" and that we could change in the file by hand. It worked for some mods, but not for all.

This time, they changed how mods have to be compiled. There is nothing one can do, besides recompiling the code all by yourself if the mod source code is availabble. If not... we have to wait for the modder to do so.

And yes, i understand your issue completely. I have the same one. As of now, ONI is unplaybale for me, unless 2 or 3 mods are updated, because i dont want to play this game without them. I would really like to play ONI right now, but its impossible for me atm. Thats sad, but thats how it works.

And i do really hope this was the last time they screw up mods.

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1 hour ago, SharraShimada said:

And i do really hope this was the last time they screw up mods.

they not develop mods, that is still mod makers who needs upgrade them when needed

this is really harmony self fuckup because they are those who change some commands first place in they harmony 2

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47 minutes ago, SharraShimada said:

And i do really hope this was the last time they screw up mods.

Never say never, but it seems that all requests that modders had are now addressed and we cannot think of anything else, so I wouldn't expect big changes affecting mods anytime soon. Sure, the code may change so a few mods depending on this part of code would require updates, but overall the things should be stable now :)

Oh, and just for the record - its not that Klei "screwed up" mods. Modding community requested those changes over and over again until finally Klei decided it is a good moment to grant our wishes. We are super happy for the changes, even if that means some work to update our mods and we are really grateful for what Klei did here

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Yeah, the recent major change required that mods be updated, and every single mod broke.  The changes to the modding system were for the better, but required an update for every mod.  There is no way around this.  If the game let you load the mods that were not updated, they would crash 100% of the time.

The previous issues with mods were because of how spaced out/base game were handled, because they were two different games, so many things would break that Klei opted to make it opt-in to enable spaced out support to be safe.

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9 hours ago, pether said:

Oh, and just for the record - its not that Klei "screwed up" mods. Modding community requested those changes over and over again until finally Klei decided it is a good moment to grant our wishes. We are super happy for the changes, even if that means some work to update our mods and we are really grateful for what Klei did here

I did not say its a bad change. I know why they´ve done it, and i agreee. But the hard fact is: I cant play because of this. And so, i´m a bit pissed. They changed the system, mods broke. They screwed it up (for me). Yeah that sounds harsh, and thats not like i feel. I´m just a bit sad i cant play my favorite game for now.

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