Vanilla-Expanded / VanillaExpandedFramework

Vanilla Expanded Framework for RimWorld
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Fix compatibility issues due to ModsConfig.IsActive #72

Open SokyranTheDragon opened 8 months ago

SokyranTheDragon commented 8 months ago

The issue occurs when checking if a mod is active with ModsConfig.IsActive when running the workshop version of a mod while there's a local copy in the mods directory. In those cases the ModsConfig.IsActive will return false as the running mod will have the _steam postfix.

The simple fix is to simply check for mod ID, as well as the mod ID with the _steam postfix.

This issue appears in some other Vanilla Expanded mods. I've personally tested most of them to see if they cause issues (they do), and prepared fixes. Related PRs:

Vanilla-Expanded/VanillaRacesExpanded-Archon#1 Vanilla-Expanded/VanillaRacesExpanded-Android#6 Vanilla-Expanded/VanillaFactionsExpanded-Tribals#3 Vanilla-Expanded/VanillaFactionsExpanded-Pirates#4 Vanilla-Expanded/VanillaPsycastsExpanded#18 Vanilla-Expanded/VanillaVehiclesExpanded#2 Vanilla-Expanded/VanillaStorytellersExpanded-WinstonWave#1

Taranchuk commented 8 months ago

I feel like this is just a game bug, not mod bug. As in, they could just check the package id that is put in the About file. Why not just report it to the game devs so they simply check for the right id?

SokyranTheDragon commented 8 months ago

I've tried to ask if it's an intended behavior or not on the official Discord, but I didn't get an answer (and I'm assuming devs may have free time due to holidays/new year). So I've gone ahead and reported it, so we'll see soon.

Still, it may be a while before the next update happens (or the issue may be low priority), during which some players may encounter bugs related to compatibilities failing to initialize (as it happened to me).