Dependency Validation

Things that already exist in the current mod API
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Ranakastrasz
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Dependency Validation

Post by Ranakastrasz »

I would like scripts and prototype data to be able to validate whether or not a mod is enabled. Currently, you have to look for a unique prototype from that mod, and check if it exists, or hope the mod author added in a definition for the mod on their own.

I would prefer being able to just use something like this.

Code: Select all

if mod["base"] then
else
end
or something similar.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

daniel34
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Re: Dependency Validation

Post by daniel34 »

Mod changes in 0.13 [Modding discussion]
Rseding91 wrote:With 0.13 nearing and the list of changes getting closer to being "final" I figured now is a good time to let everyone know about breaking changes coming to the mod API in 0.13.

- Added LuaGameScript::active_mods - a table of active mod names to mod versions.
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