Alternative to voiding mods list on a failed mod load

Started by JT, April 18, 2017, 12:59:17 PM

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JT

This behaviour is a bit frustrating and it'd be nice if it had an alternative implementation, either:

1) If a mod causes Unity/Verse errors, revert to the last functional mod list.

or

2) If a mod causes Unity/Verse errors, save a backup of the user's mod list before overwriting the mod list.

With over 120 mods installed, it is a bit frustrating to have to click another 120+ times on the mod list to re-enable all of the mods when it was only a single mod being activated that caused the issue. =)

(The issue that caused a failure to load is that a bad item in the stuffList of a building will cause a complete and total meltdown of the mod loader.  But that's a princess for another castle.)

Workaround: For users, I've discovered a convenient method for recovering your modlist, if you have at least one saved game with a functional mod list already.  Exit the game, then locate your latest save file (%appdata%\LocalLow\Ludeon Studios\Rimworld\Rimworld by Ludeon Studios\Saves) and open it in any competent plain text editor.  Locate the "modIds" XML node and copy all of the contents (a bunch of <li> tags) to replace the contents of the "activeMods" XML node in your ModConfig.xml (%appdata%\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ModConfig.xml).  Restart the game and find your previous functional mod order intact.

grinch

you can use [A16] Mod List Backup (v1.3) https://ludeon.com/forums/index.php?topic=29420
its very convenient when you have a lot of mods. You can generate mod lists from previous saves.