Newest PTE build, no server mods?

Discussion in 'Planetary Annihilation General Discussion' started by squishypon3, June 6, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    Hey, playing the new PTE build and it seems server mods no longer work... The list in the bottom left isn't there anymore. :(
  2. evilebob

    evilebob New Member

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    Seeing the same results here.... In the bottom of the screen an PTE build the mods no longer show up or appear to load when starting a game.
    Just for testing I copied the mods to the AppData\Local\Uber Entertainment\UberLauncher\mods as well as AppData\Local\Uber Entertainment\Planetary Annihilation\mods. It appears (at least for me) that server mods were disabled in the last PTE release. I also tested on the current steam build, but I don't think server mods were moved there as of yet.
    Can anybody else confirm if they are seeing the same issues?
  3. squishypon3

    squishypon3 Post Master General

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    It sucks too, I had just finished changing quite a bit on my balance mod, now I can't test it! D:
  4. chargrove

    chargrove Uber Alumni

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    I certainly didn't intentionally disable them, if that helps any.

    We had some other experimental changes go into the PTE build yesterday which I hadn't integrated with yet, and maybe somebody accidentally caused a regression in the meantime. Small team; it happens.

    We'll figure it out tomorrow morning, because yes, I do want your mods to work. :)
  5. squishypon3

    squishypon3 Post Master General

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    Alrighty then, thanks! I'll be happy to see them back. (Though it sucks that I wan't be able to test it until tonight due to finicky internet. :p )
  6. zweistein000

    zweistein000 Post Master General

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    And seeing it's 9:35 AM here I'm guessing this will be today evening for me. :D
  7. evilebob

    evilebob New Member

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    Thanks for the update. Can you verify if we are supposed to be using the local mods directory yet or still PTE media dir?
    Thanks again
  8. thetrophysystem

    thetrophysystem Post Master General

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    I will speculate, based on my testing a new pa.exe given by a dev to test graphic bugs and fixed mine.

    with the devs gifted pa.exe file, my graphic bug disappeared. However, so did server mods on create game. However, joining nodded games worked.

    someone with old pa.exe, from last pte, want to take the pa.exe specifically from x64 folder in last pte... Take that and put it in new pte x64 folder, and see if it launches and if you can create a nodded game.

    I will test this myself in the morning. Worse case scenario, we will have to hunt down a special pa.exe to do mods. I won't, I have one. The other modders needing it, we can find a way to figure things out.

    things cool, this is game development, things happen, at least we are doing a good job tracking down problems, reasons, and fixes, for the good of the game.
  9. wondible

    wondible Post Master General

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    I've been fine. So far it looks like the change landed that makes mod loading use mods.json exclusively. (at least for server, didn't try to test client) I was able to remove the enable:false from all the others and not have them loaded, plus load the cheat mods from the stockmods directory.

    Also, units got added and removed, so an old balance mod might be an issue.
  10. squishypon3

    squishypon3 Post Master General

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    No, balance mods should be fine, as the game doesn't even remember it's old version, it runs yours. I could literally go get the ancient alpha files and play alpha.
    thetrophysystem likes this.
  11. tatsujb

    tatsujb Post Master General

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    Wait i seem to have server mods working on 67053? is it just that i can't tell the difference or?

    also is the new line building placement from the uber devs or the Realm mod, cuz I gotta say it's awesome!
  12. cola_colin

    cola_colin Moderator Alumni

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    ahhh I forgot to modify my mods.json mount order file. That file is a pain in the *** to edit by hand. Is there any trick to it?
  13. zweistein000

    zweistein000 Post Master General

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    Oh so there is a way to reenable server mods?
  14. wondible

    wondible Post Master General

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    That should work if you are supplying ALL files, including models etc, which would be wasteful under most circumstances. If a .papa gets removed or renamed your old path will be file-not-found.
  15. wondible

    wondible Post Master General

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    I keep a manifest.json with all the identifiers in the correct line format, so it's easy to copy-paste. I also made a cheat_all mod which includes all the cheat .json files so I can go to dev mode with one line.
  16. thetrophysystem

    thetrophysystem Post Master General

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    so I'm confused. Mods do show up ingame now?
  17. cola_colin

    cola_colin Moderator Alumni

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    that's still friggn annoying.
  18. thetrophysystem

    thetrophysystem Post Master General

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    Ah, might be old news, but I am right, the new PA.exe is responsible for no server mods... however, it isn't bugged, it is doing as intended.

    To have client mods, you need a mods.json listing the mods so you have a single file to enable and disable mods.

    To do server mods, you need the same now. Which is good, it allows a PAMM to support it now. But you need to actually set it up which means lrn2mod.json
  19. squishypon3

    squishypon3 Post Master General

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    Hm.. So what units were actually removed exactly? I wouldn't think Uber would go about REMOVING a unit. :eek:

    As long as there's still a .papa path it'd use that, even if the model was changed. Also most extra units are just placeholder models and I can change the paths accordingly.
  20. squishypon3

    squishypon3 Post Master General

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    How exactly do you set up a mods.json?

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