Devs, would you consider setting up a mod dependency system?

Similar to how Paradox handles it would be nice. This way mods could be loaded in a specific order so when preferred one mode couls supercede another installed mod. I think this would help tremendously as more and more mods that encompass large parts of the game are developed.

 

Any chance for this in the future?

6,966 views 4 replies
Reply #1 Top

Backing this idea. Additionally I'd suggest to have something like a 'switch' for different mods, otherwise you'll have to manually delete and install different (non-faction-or-ship) mods.

Reply #2 Top

I'm hoping we see some stuff like this once we get full workshop integration. Since they're working on that anyway, it would be pointless coding up something separate at this stage.

Reply #3 Top

I played a little while last night with SMCBE and they have that integrated with Steam. You just tick off the mods you want to use and fire up the game.

Reply #4 Top

I'd love to see something like this too as mods like Naselus' insane abundant mod or one I'm working on for insane loose clusters/not abundant are virtually incompatible with soo many others they shouldn't need to worry about... unfortunately with globalcombatmods being so extremely limited in capability, things that could be accomplished with a simple multiplier need to be done the long way with massive overhauls of files in a manner akin to using a sledge hammer to hammer finishing nails into your baseboard.