Space Engineers

Space Engineers

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PORKCHOP Jan 26, 2022 @ 5:10pm
does order of mods matter
hello any help would be great. i have a few modes like air traffic. encounters. surface occupation etc. stuff like thats. i like to go to place raid them get them loot. but i belive maybe one of the mods might be interfering with another cause now all a sudden when i do on the places theres no loot anymore. if anyone has the smallest idea to point me in the right direction please. thank you for your time
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Showing 1-15 of 16 comments
Spaceman Spiff Jan 26, 2022 @ 5:33pm 
Order can cause problems. Unfortunately, I'm not aware of what mod should be placed first. I tend to push the controlling mods such as Modular Encounters System and AiEnabled (Beta) on top, with related NPC mods below. The least important mods I push to the bottom of the list.
PORKCHOP Jan 26, 2022 @ 6:38pm 
ok so the mods on top are the ones that take priorty? and i will try that thank you
for the response
Last edited by PORKCHOP; Jan 26, 2022 @ 6:39pm
herrschaftg35 Jan 26, 2022 @ 8:29pm 
^Yes. Where the mod is listed only matters when bugs are known, usually the author of a mod will specify priority to a related mod if there is an issue.
Last edited by herrschaftg35; Jan 26, 2022 @ 8:29pm
I can't speak for other mods, but I can say for MES (and any mod I release) that they do not rely on any sort of load order to function properly.
Dan2D3D  [developer] Jan 27, 2022 @ 5:03am 
Hi, me too I never bothered with the Mod order and never had problems playing with my tested Mods.

The only important when playing with Mods is to know all about the Mod before adding to our Fav save.
-> Some may be conflicting with the other Mods used, some may be broken or not working in MP, etch ... So the testing one at a time is the most important.

___________________

The only thing we Must do =

How to test a world or find broken/conflicting Mods :

1 - Select your save.
2 - Click the "Save as" button on the left.
3 - Change the save name to create a *copy.
4 - Withdraw or add one Mod at a time in the copy.

5 - Report to the Mod author (on WS item page) when broken Mod found so he can fix/update his Mod, always very kind to let them know.

*
Never test with your original save, better create a copy and fix the original save when solution found in the copy, this way you will not mess up your save.
Rox Jan 27, 2022 @ 5:45am 
There are very many mods that for various reasons will cause problems when mixed with other mods either in all cases or when loaded in a particular sequence. Always examine the workshop listing comments for clues to problems first.
When you load two or more mods that make changes to the same aspects of the game, you get unexpected behavior. This can result in one mod overwriting the changes of another mod. Maybe it works, maybe it doesn't, maybe it matters which order you place them to get the desired results.

Example: Mod #1 changes the targeting behavior of turrets. Mod#2 changes the range. There is no guarantee those changes to turrets will stack. One mod might break the other mod's changes. The results could be the entire spectrum of results: the desired effect, undesired, game crashes, etc.

Order might matter as to which modification is dominant. But be wary of combining mods with overlapping features.
PORKCHOP Jan 27, 2022 @ 3:18pm 
thank you everyone for the help . :)
jackryan529 Jan 28, 2022 @ 2:03am 
Originally posted by Spaceman Spiff:
Order can cause problems. Unfortunately, I'm not aware of what mod should be placed first. I tend to push the controlling mods such as Modular Encounters System and AiEnabled (Beta) on top, with related NPC mods below. The least important mods I push to the bottom of the list.

Edit to Clarify - Spiff is correct.
This is the Answer - ignore everyone else.

I play with more than 100 Mods and Yes the order does matter, Any SE Youtuber expert will recommend to order your mods.

I added a few more mods today got an error, open the admin screen and it will list the Mod / Mods that gave the error... But 1 mod error can cause other mods to error sometimes.
but the list helps to see what is going on.
Last edited by jackryan529; Jan 28, 2022 @ 2:03am
Dan2D3D  [developer] Jan 28, 2022 @ 6:08am 
So the order can be important when using 100 Mods.

+

Some players don't have order problems using less Mods.

=

Conclusion :
We must know the Mods we want to use before adding to our Fav save.



Originally posted by Dan2D3D:
Must do =

How to test a world or find broken/conflicting Mods :

1 - Select your save.
2 - Click the "Save as" button on the left.
3 - Change the save name to create a *copy.
4 - Withdraw or add one Mod at a time in the copy.

5 - Report to the Mod author (on WS item page) when broken Mod found so he can fix/update his Mod, always very kind to let them know.

*
Never test with your original save, better create a copy and fix the original save when solution found in the copy, this way you will not mess up your save.
Last edited by Dan2D3D; Jan 28, 2022 @ 6:14am
Rox Jan 28, 2022 @ 6:32am 
It really doesn't matter how many or how few mods you use. If you are using mods from the Steam workshop, the creator of the mod can at any time choose to change or remove a mod.

If that happens it can break your saved game, either because blocks are suddenly removed from your structures, or because the change or absence of that mod causes other mods to fail.

Most mods on the workshop are created by individual humans, and as Douglas Adams pointed out in The Hitchhiker's Guide to the Galaxy, people are a problem.
Dan2D3D  [developer] Jan 28, 2022 @ 6:39am 
I never used more than 30 Mods in a world and never had to mess with the order, but I know the Mods I use are working very well because I have tested all of them before using.
Dan2D3D  [developer] Jan 28, 2022 @ 7:10am 
I will add, I remove the Mods that will give "MOD_ERROR" in the log and will create a new world where I will add only that Mod to see if it gives errors when using alone.
+
I will add one Mod at a time in that new created world to pinpoint the conflicting Mod(s) if it does not give errors when alone so only that Mod in the world.
Last edited by Dan2D3D; Jan 28, 2022 @ 7:10am
herrschaftg35 Jan 28, 2022 @ 7:39am 
Originally posted by jackryan529:
[quote=Spaceman
Edit to Clarify - Spiff is correct.
This is the Answer - ignore everyone else.

I play with more than 100 Mods and Yes the order does matter, Any SE Youtuber expert will recommend to order your mods.
Again, the total number of mods is irrelevant. Conflicting mods are the issue where priority becomes necessary, not subjective reasoning such as favoritism.
Squidtank Jan 28, 2022 @ 9:56am 
If two (or more) mods change the same thing, the mod at the top of the list take priority, as Spiff and Herrscahftg35, etc noted. You can open up the mods and take a look inside, you can do file compares to see if they affect the same files, and place the one you want to take priority higher in the mod list. If for example you use two skybox mods, whichever one you place higher up on the list is the background you are going to see, its not random, there is no mystery to it. Some mods change things they don't mention, usually due to inexperience not intent, so keep that in mind too. For example, I've seen a camera overlay mod that included all of the vanilla blocks, with vanilla values, but the only change was the overlay. But since they included all the vanilla blocks in their mod instead of just the camera, if you put that camera mod above another mod that modified a gatling gun or something, the camera mod would take priority and the changes from the gatling wouldn't apply since its lower on the list. But if you pop that gatling mod on top in the mod order then they would both work. The contents of mods are mostly just text files, if you are interested in cracking them open for a look and see what may be conflicting. Notepad ++ and file compare ftw.
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Date Posted: Jan 26, 2022 @ 5:10pm
Posts: 16