active mod list on_init?

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rk84
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active mod list on_init?

Post by rk84 »

on_configuration_changed has the active mod changes, so mayby on_init could have the active mod list?

This could help me with Autofill setup e.g.
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[WIP]Fluid handling expansion
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Autofill: The torch has been pass to Nexela

Rseding91
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Re: active mod list on_init?

Post by Rseding91 »

I was thinking of just making the active mods and versions readable runtime through game.active_mods. I can see that being useful for inter mod compatibility and a lot more.
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rk84
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Re: active mod list on_init?

Post by rk84 »

Yea I guess that is better option. In case of one mod changed, I still might need to go through full list.
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela

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