Invalid modinfo.json
can crash the game at start-up.
Most common reason is using a string in ModDependencies
:
- "ModDependencies": "base_mod",
+ "ModDependencies": [ "base_mod" ],
You can use iModYourAnno to automatically fix those.
Due to later loading of mods, there are some things that don’t work currently:
See loader10 for all new features and changes.
Merge behavior has been made more predictable.
GU16-like troubles should not occur anymore.
There’s a new tag to overwrite IconFilename
for construction menus only.
It is used in residences, meaning if you have any buildings based on residences your icon is overwritten now:
<Standard>
<GUID>1500010225</GUID>
<Name>Artisan Level 1</Name>
<IconFilename>data/jakob/ui/icons/icon_artisan_scraper2.png</IconFilename>
</Standard>
<Constructable>
<!-- overwrites IconFilename in construction menus -->
<ConstructionMenuIcon>1500010225</ConstructionMenuIcon>
</Constructable>
Mods work just fine, but they will be hidden until their unhide/unlock is triggered. You need to add additional unlocks specifically for creative mode to unlock them immediately.
<TriggerCondition>
<Template>ConditionIsCreativeMode</Template>
<Values>
<Condition />
<ConditionIsCreativeMode />
</Values>
</TriggerCondition>