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I will provide my example collection which is also in order of load order, read the description I made which explains load order in more detail.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117689647
/Systems/Building/Placables/BP_PL_Door
/Systems/Building/Placables/BP_PL_GateDoor
This is basicly why I refuse to do it, as it would most likely cause problems when using many different mods.
I want to Thankyou for taking time out from working on a way to set the behaviour for each door/gate individualy. May I say I really like your Mod, In fact I was hoping a Mod like yours and while checking out Mods Yours Pop-Up. Yes I still use it as/is and if no change that will still be GREAT
Again Thank You :)
Also, what day is the best to release an update, so players and serveradmins have best chance for a smooth update?
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(https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=876587249&searchtext=)
Your 1st Mod was just Doors Loved It
Updated : 2nd Included Gates Lovet it Also
But can you split them into 2 mods (A) Doors Only / (B) Doors & Gates ?????
I play PVE and love to Keep may Gates Open for the View on Upper Floors :)
ThankYou
in anyway i know the Serverconfiguration needs a line with the activated modid's
In case that a server admin has localy a huge amount of mods, for testing, singleplay ect.pp.. he has the same amount of folders, named by modids.
So if he wants to upload a mod he testet successfully, he hav to find out which folder is the right one.
As einstein sais ;) keep things simple
so if a modder will just write down his MODID in the Mod-Description it would be the simplest way ever ;)
Another thing that realy was helpfull would be additinal informations and pretests from modders
like
--> if it is stackable to other mods
--> if there are known problems
--> future plans
--> is a "work in progess" mod and you need just a few betatester
and so on ;-)
It could be months before that feature is implemented, but it will be nice. In the meantime, this mod is a good substitute.
* People need the id for the mod to enable it on server as the server goes off steamworkshop mod ID to run it.
2. When releasing an updated mod you have subscribet to, it will auto update for you, but what about the server, can you still join even tho the server runs the older version?
*The server does not auto update mods. Currently the server controls are very barebones and actually way behind ark survivals. To update the mods on a server you have to manually update it by readding the updated mod. If you don't do this no one will be able to play on the server that has the newer version of the mod as they will get a modmismatch error.
Also thanks for making this mod its awesome =).
1. Why do ppl need the ID? Will add the ID in the future upon first release.
2. When releasing an updated mod you have subscribet to, it will auto update for you, but what about the server, can you still join even tho the server runs the older version?
TY !!!