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.
active mod list on_init?
active mod list on_init?
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Re: active mod list on_init?
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.
If you want to get ahold of me I'm almost always on Discord.
Re: active mod list on_init?
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
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela