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Having this mod installed prevents stationeers from detecting new subscribed mods #5

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ViroMad opened this issue Sep 17, 2023 · 4 comments

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@ViroMad
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ViroMad commented Sep 17, 2023

Having this mod installed prevents stationeers from detecting new subscribed mods. Detection doesn't seem to work at all. When I remove the mod a few seconds after going into the games workshop area the new mods show up. Placing the mod back in leaves the new workshop items in.

@jixxed
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jixxed commented Sep 17, 2023

The type of mods that this framework loads require a restart of the game because they need to load at a very early stage, so is there a benefit to have them show up immediately? the mods that have recipes or localization are also depending on the loading order and cannot just be added with the game running.

@ViroMad
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ViroMad commented Sep 17, 2023

I am sorry I didn't give better details in the first post... but I did do about 3 reloads(I remember another mod saying it would take a second reload to work) before I removed this mod from the game. I chose this one to remove first as the log files show it interacts with workshop menu.

The two mods I had subscribed to did not depend on any mod as they were just recipe changes. They only showed up in the loading order after this mod was removed. I spent 30 seconds in the games mod list each reload waiting for an update.

edit: I may perform some more test later to provide more intel.

edit2: Ok, same two workshop recipe changes gave the same results.

  • Unsubscribe and they drop off the list on the next load.
  • resubscribe (while NOT in game) and a load doesn't show the recipes after the wait
  • restart still no recipes.
  • Remove mod and start game shows the recipes after the wait.

Another thing I just noticed... With the mod is in, it seems like the game never does a check for new items as when I go to see the list it presents me a list of known installs instantly. With the mod removed I see a blank list that eventually gets filled with mods(doing an actual search?).

@jixxed
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jixxed commented Sep 18, 2023

what are the mods you are testing with? then I can see if I can reproduce.

@ViroMad
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ViroMad commented Sep 19, 2023

Processed Uranium (This is one used in test)
https://steamcommunity.com/sharedfiles/filedetails/?id=1867134099

Nuclear Recipes (This is other one used in test)
https://steamcommunity.com/sharedfiles/filedetails/?id=3004097828

Resource Printer (this is also new but I installed this while this mod was disabled and didn't test with it)
https://steamcommunity.com/sharedfiles/filedetails/?id=2066887850

Very Easy Ores (not enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1445377891

Ore stacks 100 (not enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1768674125

Ore Yield Presets (not enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=2822613339

various other IC10 scripts

edit: ohh and https://github.com/daniellovell/deepmine

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