Best way to avoid errors when customizing a mod?

Started by Jiro, November 13, 2018, 12:00:11 PM

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Jiro

Hello,
If I want to customize a mod by changing around values or removing things, what's the best way to avoid breaking the game? For example, if I want to change Robots++ to omit the omnibot or make it so that the kitchen bot can only harvest, how could I be sure that it wouldn't mess something up, such as the tech tree?

N7Huntsman

That's a rather broad question. The best thing I can suggest is to have at least a rough understanding of the function of every piece of .xml or C# that mess with, and to test constantly.
The Rim is a cruel place.