Rain World

Rain World

Rain World Workshop
Community created regions, slugcats, and more! Remix your game experience!
How to do temporary mod dependency edits?
So there's a huge change for MANY custom regions that was released today:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3311812030

This is nice for consolidating many custom regions' coding & creatures. It looks like the Sunlit regions' author already updated stuff. But until other region authors update the dependency info on their mods, it leaves a big mess.

Seems like I have 3 options:
(a) leave these custom regions disabled until info gets updated
(b) keep all these newly '{Obsolete}' creature & coding mods enabled still
(c) edit the region mods' info myself so they ignore Obsolete stuff and just focus on the new one

I don't want to do (a), and I'm not sure if (b) will work, so I'm attempting option (c). The 'M4blelous' author put info in their description for how to update region mods:

To update your mod to use the new requirement:
Update your modInfo.json file (the new mod id is lb-fgf-m4r-ik.modpack).
Update your world file if it contains CRS mod conditionals.
Update your steam workshop page to link to the new mod.


First part is simple enough, last part is irrelevant for me, but I'm not sure exactly what that 2nd line might be referring to. Would I be specifically editing the World_XX.txt file under the steamapps/workshop/content/312520/MOD#/World/XX subfolder? And even then, what sort of lines should I be looking for that counts as 'Custom Region Support mod conditionals'?
Last edited by CtenosaurOaxacana; 18 Aug, 2024 @ 8:36pm
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Yes this is the right file to edit. You'll be looking at the spawns section.
Replace tags containing old mod ids (they start with lb-fgf-m4r-ik) with lb-fgf-m4r-ik.modpack.
Examples:
{#!lb-fgf-m4r-ik.water-spitter} -> {#!lb-fgf-m4r-ik.modpack}
{#lb-fgf-m4r-ik.water-spitter} -> {#lb-fgf-m4r-ik.modpack}
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