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Issues while loading mods #26

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Cubiccl opened this issue Oct 5, 2019 · 2 comments
Closed

Issues while loading mods #26

Cubiccl opened this issue Oct 5, 2019 · 2 comments

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@Cubiccl
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Cubiccl commented Oct 5, 2019

Hello, I found a fue issues while loading various mods, and I think I found the fixes. Hope this helps :)

  • base may load after some mods. It looks like it should load before as it generated some errors accessing to data.raw.technology for example.
  • The config.lua file of mods isn't called. I'm not sure if it's mandatory but adding it after initializeSettings() fixed some errors.
  • The mod list isn't loaded into lua. Some mods with compatibility will look for a mod array. Creating it before settings.lua seems to fix the issue.

For reference, here are the mods I used for testing:
DyWorld 0.8.6
Afraid of the Dark 1.0.23
FNEI 0.2.7
SpaceMod 0.4.4

@Bilka2
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Bilka2 commented Oct 5, 2019

base may load after some mods. It looks like it should load before as it generated some errors accessing to data.raw.technology for example.

Dependencies in general are not handled at all, so this is kind of expected.

The config.lua file of mods isn't called. I'm not sure if it's mandatory but adding it after initializeSettings() fixed some errors.

The base game does not load this file, so that sounds more like a broken mod.

The mod list isn't loaded into lua. Some mods with compatibility will look for a mod array. Creating it before settings.lua seems to fix the issue.

There is no "mod array". There is however a "mods table", I might look at pushing that into the lua state.

@Bilka2 Bilka2 mentioned this issue Jan 6, 2022
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@Bilka2
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Bilka2 commented Jan 6, 2022

Hey, I fixed the third point with 4657bc0 and the first point was moved to #37 as it needs some more investigation (dependencies should work in general, but there are edge cases).

@Bilka2 Bilka2 closed this as completed Jan 6, 2022
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