We're updating a fairly big mod, Bio Industries, but there are 2 new hard dependencies. When loading an older save without the new dependencies, the game will simply load the save without them, disabling the mod. Is there a way to force these new dependencies into the save config by way of migration script (for example)? So that people don't wonder why their mod has disabled itself after updating.
Couldn't find anything in the wiki, or the forum, or google.
New mod version using new hard dependency, how to force it in existing saves?
New mod version using new hard dependency, how to force it in existing saves?
Graphically contributed to : Bio Industries (soon) | Warehousing | MFerrari's mods | Brevven's mods | Bob Artisanal Reskins | Mining Drones | Teleporters | Emoji signals
Re: New mod version using new hard dependency, how to force it in existing saves?
I was made aware that it might be because the new mod version is not yet on the mod portal, and that when it is updated, the dependency is automatically activated. I apologize for wasting any time.
Graphically contributed to : Bio Industries (soon) | Warehousing | MFerrari's mods | Brevven's mods | Bob Artisanal Reskins | Mining Drones | Teleporters | Emoji signals