ngoomie Posted January 27, 2025 Report Posted January 27, 2025 (edited) I posted in the Questions subforum about a world corruption issue caused by accidentally using the wrong version's main content mods, and seeing as this is a potential issue, it might be good for any future versions to error and quit if a mismatch is detected, if this is even possible to program for. Edited January 29, 2025 by ngoomie
Thorfinn Posted January 27, 2025 Report Posted January 27, 2025 (edited) I vastly prefer to leave things as they are. There is a warning of an out-of-date mod on the Mod Manager page, but often the only "problem" is that the modinfo.json doesn't explicitly include the current game version number. Many work, they just have not been confirmed to work yet. So if you want to take a chance on an outdated mod, it's your choice. I'd really hate to have to wait for new updates for no reason at all. Edited January 27, 2025 by Thorfinn 1
ngoomie Posted January 28, 2025 Author Report Posted January 28, 2025 (edited) I should clarify, I don't mean community-made mods, I mean the core "mods" -- VSEssentials.dll, VSSurvivalMod.dll, VSCreativeMod.dll -- because it appears that using the ones for the wrong engine version breaks things, and the version for each of those matches the engine version they pair up with. Edited January 28, 2025 by ngoomie
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