Murklak Posted August 2, 2025 Report Posted August 2, 2025 It would be very helpful if the game notified us when our current selection of mods does not match the mods in the save we are opening. It could automatically open a dialog box that shows mods that 'match', are 'missing', and are 'additional', each in separate lists. It could also have buttons to 'load with current mods', 'sync mods to the save and load it', or 'sync mods to the save without loading it'. An additional button in the modify world dialog box could also allow syncing mods without loading the save. I tried writing this without saying, "do it more like Factorio," but Factorio doesn't do a perfect job. Vintage Story could do better. 4
Thorfinn Posted August 2, 2025 Report Posted August 2, 2025 I'd be fine with just the default being newly downloaded mods are NOT enabled, at least for games in play. I don't know how many times I've forgotten and the stupid thing loaded the mod and then when I get to new mapgen area, I've got a bunch of blocks that will soon be Unknown.
Krougal Posted August 3, 2025 Report Posted August 3, 2025 3 hours ago, Thorfinn said: I'd be fine with just the default being newly downloaded mods are NOT enabled, at least for games in play. I don't know how many times I've forgotten and the stupid thing loaded the mod and then when I get to new mapgen area, I've got a bunch of blocks that will soon be Unknown. I feel the opposite; I'd expect a mod I just downloaded to be enabled, because if I just downloaded it, I 99% have intention of imediately using it. What it needs is to let each save game have it's own settings like other games do. Space Engineers is a good example, except it lacks the ability to set default mods for a new game. Project Zomboid would be a great example, because you can set mods as favorites that get force enabled on every save, and all your other mods you can set per save slot.
Rähell Posted August 8, 2025 Report Posted August 8, 2025 (edited) I would sugest that Game World-save tab has an ad. "tab" for Mod wich automatikly "only" lunch the mod selected insid that tab for that World-save. And the gerneral Mod butten only show you your downloaded Mod's to mage them/deleting old ver. and stuff. And the "creat a new World" also get a new tab were you select the Mod's for this World-save, you can afterwards add new other Mod's by the Tab i mentiont fist. also aplayed to server so you only downlade the Mod's, and thay will only aplyed wen you enter the server. cuz it is a nigthmare turning manuly on and of all the mod for difrend world or server, and for god sake just remembering the rigth mod and not braek your single player world -.-" wich i wish to be the selution Edited August 8, 2025 by Rähell
Thorfinn Posted August 8, 2025 Report Posted August 8, 2025 On 8/2/2025 at 10:13 PM, Krougal said: if I just downloaded it, I 99% have intention of imediately using it. I'm exactly 100% not immediately using it. First thing I'll do with it is examine the code, and then sandbox it on a virtual machine. Usually, I'm loading one or more other games before that mod gets my approval, and I do not intend to add that mod to that save now, and usually not ever. I'll start a new world with a selection of mods that change the gameplay in some uniform way, rather than muck up this run.
Thorfinn Posted August 8, 2025 Report Posted August 8, 2025 (edited) Welcome to the forums, @Rähell. Yes, exactly this. Even to the point of retaining the version number of the mod you were using, because quite often, the new version will break something the old version did to your world and you will have Unknown blocks littering the landscape. You should opt into changing the modlist for any existing world. [EDIT] Depending on how the Secret Project and Adventure Mode are implemented, this might become absolutely necessary, not just a good idea. Edited August 8, 2025 by Thorfinn
Recommended Posts