View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0027648||AI War 2||Crash/Exception||Nov 23, 2022 2:51 pm||Nov 23, 2022 5:44 pm|
|Summary||0027648: factions still called after disabling mod|
|Description||Mods containing external factions still receive at least some calls to those factions, after disabling the entire mod and starting a new game in the same run. Specifically "DoRefreshFromFactionSettings" gets called constantly while in game.|
|Tags||No tags attached.|
The same was true for external faction and worldinfo, which is why AMU was erroring out after it was disabled: The code-bits remained, but had no more XML bits to relate to.
I settled for putting a check "is this mod enabled" into all the threads of my external faction and worldinfo implementations, because upsetting the codebase and potentially producing bugs seemed like a bad idea.
I've hit this with multiple of my mods multiple times. I feel like making these calls on unenabled mods both makes no sense and is its own source of potentially impossible to reproduce bugs (because the save game doesn't have information like, i had this other mod on in the game before).
I only went far enough to check for some obvious "is this external faction suppose to be enabled" method or field or property and didn't see one. @Badger or @Chris, Thoughts on this?