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[Feature Request] Currently Active Mods #11
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Caveat: SMM can't look at FTL and recognize what mods are currently embedded in its resources. So the tool shouldn't be trusted to accurately display the state of the game. However, I could add a button that re-selects the checkboxes that were last used (caching the selection after each patching). |
I have a suggestion for this:
The order defined in the .set or .group file supersedes anything in modorder.txt but just for that group set. This way, you can have one group set for Captain's mod and another for a custom defined collection of mods you want to run without captain's mod. I mention Captain's mod as a good example as a use case for this because it has more than one core mod (main & resources) and it also has loads of extras, not to mention that you can add any number of other mods on top. This feature could provide a one click re-installation of several mods you want to re-install in the instance of a main program update which refreshes ftl.dat removing the mods slipstream has added. |
It would be extremely helpful if the mod manager remembered which mods were activated in the last patch, so you could toggle specific mods without needing to go through the whole mod list every time you want to change up something/have issues with a specific mod.
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