Mods & Savefile dependancy
Posted: Sat Jan 11, 2014 6:37 am
After playing around with some ship mods, I discovered something that may need some attention.
If I add a ship to the mod folder, once entered onto the shipyard roster, that ship mod MUST ALWAYS remain in
the mod folder - or any saves that have even a passing reference in the save file of that particular ship mod
(such as a shipyard record of available ships in the save file?) will crash any associated saved game if it is ever removed.
This could put into peril the majority of saves in a player's save folder so that they won't load and will likely crash the
game, simply due to the absence of a single ship mod.
Sure you could put the old ship mod back into the mod folder - but that's not the point.
You may want to upgrade to a different ship mod - or just turf the existing one cause your tired of it.
Seems perhaps there needs to be some fallback code for such events so that if a save file loads and can't
find a particular modded ship, it will load a placeholder ship until/if the mod is returned to the mod folder.
This sort of tactic may need to be considered for other potential mod details that may also be recorded in
Pioneer's save files.
?
If I add a ship to the mod folder, once entered onto the shipyard roster, that ship mod MUST ALWAYS remain in
the mod folder - or any saves that have even a passing reference in the save file of that particular ship mod
(such as a shipyard record of available ships in the save file?) will crash any associated saved game if it is ever removed.
This could put into peril the majority of saves in a player's save folder so that they won't load and will likely crash the
game, simply due to the absence of a single ship mod.
Sure you could put the old ship mod back into the mod folder - but that's not the point.
You may want to upgrade to a different ship mod - or just turf the existing one cause your tired of it.
Seems perhaps there needs to be some fallback code for such events so that if a save file loads and can't
find a particular modded ship, it will load a placeholder ship until/if the mod is returned to the mod folder.
This sort of tactic may need to be considered for other potential mod details that may also be recorded in
Pioneer's save files.
?