#**REQUEST:** Currently if you use
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This is a very specific case where you'd like to test the feature but would have to upload it to do so- which is a big no-no imo
Yea that's fair
Hmmm. It's specific case. getSource() that return "Workshop" is not enough?
Can you clarify what this means? Sorry ๐
To clarify my own points, when working on mods locally, get workshopID would normally return nil. (The only place the workshop ID would be present is the workshop txt- so the suggestion (credit to Albion) is that could be used in the method if the original returned nil.)
(unrelated: you usually don't have your own mods subbed because the game also loads online versions with priority)
I added new function to check where mod located. For example:
- "MyCoolMod" located in
Zomboid/mods:getSource()will return "Mods",getWorkshopID()will returnnil. - "MyCoolMod" located in
Zomboid/Workshop:getSource()will return "Workshop",getWorkshopID()will returnnil. - "MyCoolMod" located in
108600/:getSource()will return "Steam",getWorkshopID()will return3729187212.
This sounds useful, but I think ideally those two cases where it returns nil should produce a workshop ID as found in the workshop.txt - if you have code that relies on the workshopID there wouldn't be a way to grab that info, would there be?
As a sidenote: would it be possible to list duplicate mods in the mod list? (Could list which source/path)-- this would help modders not need to unsubscribe to their mods when working on stuff.
- Workshop ID not exist if mod in Zomboid/mods folder
- I checked. For show duplicate mods in mod manager need change unique identifier of mod (like, check not only modID, but path to mod + modID). And change many internal logic. For this case exist
-modfolders=.... You can create game shortcuts with different modfolders param. For example - run game without loading mods from Zomboid/Workshop. Or change mod folder load priority.
By local install I also mean Workshop/
No one uses that for local install
The majority of manual install with be in mods