Before starting off on the grand mod stacking adventure, I would really love it if there were more checks, balances, and conditionals for when someone loads a mod into a vanilla save. It would be great if running a mod would force a player to create a new save file, but people put a lot of time into leveling up their characters and most of the subscribers to my mod seem to be quite adamant about not having to restart on a fresh save. With the total overhaul mod I’ve spent a stupidly large amount of time on(770 files and counting!), basically 90% of all “I’m having a problem” posts in the comments section are because people are loading the mod into a vanilla save and getting strange/unexpected results.
Common issues I’ve seen so far:
Your new arrow doesn’t work in my bow! - We have no way of adding new ammo types or doing a ‘direct’ replacement on a vanilla item, the person has to basically trash their bow and make a new one.
I can’t build <X> new item! - This comes from someone either trying to create one of my new items that requires something like the fabricator, and are using an unmodified fabricator, or one spawned in via console. As it stands right now, making an item require a crafting station to be made is a 2 step process requiring a definition in the PrimalItem -> Crafting Requires Inventory Component, AND in the PrimalInventory of my modded crafting station and we can’t change the PrimalInventory without making a separate copy of that PrimalItemStructure. Now when a new item gets added to the game (like the crossbow), if we’re running a modified version of that crafting station, even if the PrimalInventory is subclassed from the vanilla, the new item cannot be crafted until we are able to add it in via updating the mod. I haven’t found any method of setting up modified crafting stations without breaking the patch-friendly subclassing inheritance for crafting items there.
My dino/newly tamed dino can’t harvest fiber/stone! - The remapping of NPCs doesn’t translate across to existing entities in the world like people seem to be expecting, to get them to have the proper dinos I’ve had to get people to use the kill all dinos console command and then re-tame new ones.
VERY strange spawning issue - One thing that happened with my mod, is I have almost all dinos re-mapped to a new version that I’ve tweaked. At first all I did was re-map the NPCs, and not the NPC spawn entries, and when all I did was re-map the NPC it seemed like the game would keep spawning versions of my modded dinos. I assume there’s a check on the spawner object to see if its current “set” of dinos is still alive, and since it was spawning dino_modded not dino_original, the check for the count of spawned dinos never satisfied the stop spawning condition. I came across a beach with about 10 Sarcos on it, and one of my subscribers said he saw about 40 Plesia at the bottom of the ocean. That seems to have been resolved by remapping the NPC spawners, BUT it’s something I wanted to bring to your attention for the future.
Ones that come to mind:
HarvestComponents - What happens when you tweak a harvest component and it’s loaded into a vanilla save? Do you have to harvest it once to make it ‘respawn’ with the correct values similar to dinos?
Obelisk Transfers - What happens when you attempt to ‘transfer’ a modified dino via obelisk? I had someone in my comments section ask that, and I had no foggy clue what to tell them. If the ‘modified’ dino is transferred to another server not containing the data for it, what happens? does it vanish into thin air? or does it crash the server entirely? If it loads in properly, then that’s something that could be VERY abusable. Make yourself a dino of your favorite flavor, give it 500,000 HP and a really high base damage and you could essentially murder the whole server.