I will be purging the server mods database of outdated mods (meaning they shadow the unit list.json, naval units, the anchor, or the transport json and haven't been updated after January 29th) on February 7th. Any mods that shadow these files and aren't updated by then (to include subs and unit cannon or to fix their transport) will be removed unless otherwise requested by their authors. Affected mods: Up to 11 @trialq Missile Mod @Pychnight IgnMod @igncom1 Storage Wars @trialq Rescale @cola_colin While you're at it update rescale textures. The Community UberBalance @mered4 This will kinda get replaced by betterbalance anyway. MysticalFist's SG Mod @mysticalfists Blips in the Dark @sleepykid12 Naval Redux @tHeTrOpHySyStEm Command and Conquest @tHeTrOpHySyStEm Targeting Priorities @wondible Commander Tech Wars @reptarking @tHeTrOpHySyStEm Epic PA @cola_colin RCBM @zweistein000 @liquius @nanolathe @KNight @YourLocalMadSci IgnWarzone @igncom1 League of Commanders @cptconundrum ModX @zx0 Murder Party @cola_colin Several additional mods shadow commanders or naval factories and therefor remove underwater vision from those units. I will not be removing these but please update them anyway so that the world can be treated to a favor! Remove Eco @trialq Orbital Commander @cptconundrum Roll-off Remover @maldor96 ComYard @trialq Factory Points @trialq If you were mentioned in this post, please updated all mentioned mods!
Missed a few. Unit Cannon Com Yard @sleepykid12 Planetside2.pretend? @mered4 Redenbacher Deluxe @lyrid MysticalFist's AI cheats @mysticalfists
ModX is working just fine for the most part, I'm aware of changes in the last build and update will be out when it's ready. What's the point of this whole mod removal thing, anyway?
Just tested RCBM, Naval Redux and ModX, worked just fine for me. Removing mods that mostly working does more bad than good, IMO.
I agree to remove mine, as mine only needs to be a "unit expansion" now (naval teleporter and nuke subs, and only then after stable when I am SURE they aren't adding them themselves), and I will resubmit it under a new name... H0wever, until the build releases as stable, the mods still "work", and as zx0 says the mods technically work anyway. The game was fine before unit cannon, subs, and interplantary fighters, and in fact the mods balanced specifically IN LIGHT of their absence by buffing invasion tools. So technically, he is right. This is a "maybe do a month after a stable build and only if author doesn't request it to stay" sort of thing to do. PS: Full expansion mods like Realm Balance Mod and Statera for instance, they don't have ANY vanilla units. So, since they don't have a skitter, that means they are missing a skitter, that means they need to be removed right? Them missing the unit cannon sounds pretty intentional. Besides... they are big mods... they will update to include them unless they pretty much specifically didn't want them... PSPS: On that note, that is so sad to see all the little mods go. the big ones are self-sufficient enough to play still because they have NO vanilla units. The CUB is basically integrating with the game besides needing minor tweaks. But my naval mod and faction mods.... I can make the time to make 2 mods when vanilla releases, 1 is a unit expansion to naval that adds nuke subs and naval teleporter, the other is a minor balance tweak mod that adds functioning mines and junk. After that though, I am working on too many other projects right now to do the rest rest in peace mods...
Yep, as of the current updates I have stopped work on mine, as it seem like a little too much work to constantly update various files when very little things get changed. May make a newer version in the future.
Targeting priorities will be easy, but I'm wondering if it's still needed now that uber has made some changes.
The big thing with ModX and RCBM is that their anchors will aim incorrectly (and possibly brokenly) and their transports no longer work, period. Mods that shadow commanders, naval factories, etc will have those units be unable to detect submarines. Mods that shadow the unit_list.json will have commanders that break completely because they don't show up on the unit_list.json (Aceal is broken in ModX right now for example).
Stuart if you know that a mod will be updated and is actively supported (even if it is broken at this point in time) you should leave it be. Focus on removing the mods that you know arent being actively developed. I request that you dont touch mods such as ModX (not going to list them all) unless the author has requested that you do so, due to it still being in active development. Heck il say it again any mod that is in active dev should not be removed. EDIT: Also quick q. What happens to the download count of mods which are removed then added at a later date?