How can you tell if two mods are compatible or not?
If two mods have, say, data\blueprints.xml.append, does that mean they have an incompatibility?
Checking Compatibility
- kartoFlane
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Re: Checking Compatibility
There's no easy way to tell - mods can be comptaible even if they replace the same things in the same file, though it will of course alter their functionality (you could, for example, change the ships or weapons available in Infinite Space or Drones+).
More often than not, though, two mods overriding the same blueprints will end up not working as intended.
More often than not, though, two mods overriding the same blueprints will end up not working as intended.
Superluminal2 - a ship editor for FTL
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Re: Checking Compatibility
Almost every mod will have a blueprints append file.
What you need to do is open them up and see if any of the blueprint entries in the file have the same name.
E.g. if you have a weaponblueprint called "mega ultra laser" this will not conflict with a "super hyper laser" but will overwrite any other "mega ultra laser" in another file, if it is loaded later.
For ships, the overrides are based on which player ship they are replacing.
What you need to do is open them up and see if any of the blueprint entries in the file have the same name.
E.g. if you have a weaponblueprint called "mega ultra laser" this will not conflict with a "super hyper laser" but will overwrite any other "mega ultra laser" in another file, if it is loaded later.
For ships, the overrides are based on which player ship they are replacing.
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Re: Checking Compatibility
Someone should make a tool that checks for conflicts...
- kartoFlane
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Re: Checking Compatibility
Well, frankly, there'd be far less conflicts if GMM could merge multiple blueprint lists with the same name into one.
Superluminal2 - a ship editor for FTL
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Re: Checking Compatibility
karto I think the problem is when you get 2 things which are meant to overwrite the same part of a stock file, that's the conflict. In that case it will be resolved in order of loading, i.e. the last-loaded file will overwrite any previous ones. This is fine except if you want to play mutually-exclusive mods together, but there isn't anything that can be done about that.
E.g. if you have 2 mods which both separately change upgrade pricing on certain ship systems. There is no way to 'merge' these, the last one is the one that will apply.
E.g. if you have 2 mods which both separately change upgrade pricing on certain ship systems. There is no way to 'merge' these, the last one is the one that will apply.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Checking Compatibility
That's why I said blueprint lists.
At worst you'd have one mod loading weapons, ships or events from another, but that's about it.
At worst you'd have one mod loading weapons, ships or events from another, but that's about it.
Superluminal2 - a ship editor for FTL