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[Feature]Physically duplicate mods

Open enfJoao opened this issue 3 years ago • 2 comments

Instead of creating virtual duplicate instances of mods to alternate components, what would it take to duplicate the mod files themselves? Which files would need to be renamed and which configs would need to be changed? Would this be possible as an automatic process? As it is, instance cloning is too volatile: if the app closes, all changes vanish.

enfJoao avatar Jul 16 '22 08:07 enfJoao

Duplicating mods (renaming folder and tp2 file seems to work mostly. Some mods give some weird errors (stratagems is one). Using Language [English] Using .\lang\es_es\dialog.tlk and .\lang\es_es\dialogf.tlk Couldn't open the readme: file not found. ERROR: No translation provided for @5 Continuing despite error.

My language is not even ES (it's EN).

enfJoao avatar Jul 17 '22 08:07 enfJoao

While it's possible to 'duplicate' mod by some hacking of the mod internals, I do not want to support such case. Such duplicated mod can't be updated and players could end up with some components from the latest version but the 'duplicated' components from an older version. This would be a nightmare to debug and can cause a false bug report.

Someday, the split component will be saved (if they have labels!).

ALIENQuake avatar Jul 17 '22 09:07 ALIENQuake