Posted November 20, 2015 Like the title says, when possible make mods update proof. Share this post Link to post Share on other sites
Posted November 21, 2015 Proof: adjective 1.able to withstand something damaging; Share this post Link to post Share on other sites
Posted November 21, 2015 If you control the server then you control when and what mods are added. If a mod comes out with another feature that you don't want, don't update it or better yet, request the ability to configure the mod to support turning the unwanted feature on or off. If you don't control the server then perhaps look into getting one of your own that you do control. ~Nappy Share this post Link to post Share on other sites
Posted November 25, 2015 This so is funny. So much misunderstanding with such a simple statement. I simply mean making the mods so that an update from CC does not mess with the mods. Update proof the mods. Has not a thing to do with what mods are added. Has nothing to do with controlling servers. Oh my, lol. Share this post Link to post Share on other sites
Posted November 25, 2015 Context is everything. Thanks for clarification. Not sure how it could be accomplished since CC could change anything they want and then the mods would have to work around their changes. Share this post Link to post Share on other sites
Posted November 25, 2015 (edited) 13 hours ago, Clatius said: This so is funny. So much misunderstanding with such a simple statement. I simply mean making the mods so that an update from CC does not mess with the mods. Update proof the mods. Has not a thing to do with what mods are added. Has nothing to do with controlling servers. Oh my, lol. This isn't possible. A mod is a modification of original code. If the original code is changed, the mod will no longer work. Even with Ago's launcher, original code can change that will require an update of the launcher itself necessary. The addons for the launcher might not need to change, but they won't work until the launcher itself is updated. And if a function that a launcher addon modifies is renamed or changed significantly, then the launcher addon will stop working and will need to be updated. Edited November 25, 2015 by Ricowan Share this post Link to post Share on other sites
Posted November 25, 2015 Not true. I have many Steam games and some with mods. When the game is updated the mods remain. Share this post Link to post Share on other sites
Posted November 25, 2015 That doesn't mean those mods are "update proof". It only means that the code those mods change hasn't changed. Share this post Link to post Share on other sites
Posted November 26, 2015 mods that change aspects of a game? they will break once their original code they rely on has been changed mods that add in new content and are independent from the original code of the game wont break no matter what changes are made so you can have mods that are 99% update proof and mods that are update proof and mods that need to be updated every time(eg no modloader style mods) but most mods will be 99% update proof mods the only time you have 100% update proof mods is if the devs of a game code a mod kit and make the game from the ground up focused on the ability to mod and all of the original code(next to the most basic of frameworks) is made in the sense of mods for example skyrim has everything in esm files(including the main game) you disable that and those parts of the game are disabled so then your just left with an engine without content games like that have near 100% update proof mods but something like wurm? well it will always be touch and go 1 Share this post Link to post Share on other sites