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I'll probably do it one day though.
As an example, a new version of a Civilization mod I made from 2018 is in the works - but I must've deleted the original mod project files for it in order to save memory space and as a result technically had to make a new mod with a new mod ID, getting the files back from the release version to begin making changes. Any unique unit addons made for that mod, if they had the requirement for the mod activated, would look for the orignal mod's ID which I simply do not have anymore. As a result, the addon wouldn't recognize the fresh version (which is technically a completely different mod as far as the game is concerned) so I ended up releasing an update for that addon (which I miraculously do still have) that removed the restriction so it'll work with the eventual new version.