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Incompatible Mods List

state-funded-terrorists-are-heroes-apparently edited this page Mar 6, 2022 · 11 revisions

Verified: March 2022 - TM:PE 11.6.5.1

This page is intended for TM:PE support team who maintain the incompatible mods list.
If you are an end-user (subscriber), see Incompatible Mods page instead.

Overview

TM:PE has three ways to detect mod incompatibilities:

  • A pre-defined list of known incompatible mods
  • Any other build of TM:PE will be treated as incompatible
  • Automatic detection of code conflicts when applying code patches/redirects

This guide is for the former, the list of known incompatible mods.

The ModsCompatibilityChecker class loads the list of known mod incompatibilities, then compares it to the users' mod subscriptions. If incompatible mod are detected the IncompatibleModsPanel is shown.

File location and format

The incompatible_mods.txt defines the known incompatible mods.

Entries in the file specify the workshop id and mod name, separated by a semicolon ;. For example:

626024868;Traffic++ V2
407335588;No Despawn Mod

Notes:

  • Every line in the file must list a single mod
  • The last line in the file must not be blank
  • TM:PE is only interested in the workshop id (the number before the first semi-colon on a line)
  • The mod name just helps with maintaining the file (aid human readability)

Adding a mod to the list

With over a million subscribers, adding a mod to the TM:PE incompatible mod list can cripple subscriptions to that mod.

As such, every attempt must be made to avoid adding mods to the list.

Ask yourself:

  • Does it really merit adding this mod to the list?
  • Is it really causing a big problem for us or end users?

If the incompatibility is likely to be temporary, a better alternative might be to have that incompatibility added to the Compatibility Report mod which gets more frequent updates.

If you are sure the mod needs to be on the list:

  • Create a page in the Troubleshooting guide to help users solve or work around with the issue
  • Contact the mod author, to see if the situation can be resolved
  • Only if the mod conflict can't be resolved, add to the incompatible mods list

Removing mods from the list

Don't remove a mod from the list just because it no longer exists in the workshop:

  • The game doesn't always remove the local copy of a mod, even if it's deleted on the workshop
  • As such, we need to keep removed mods on the incompatible list permanently

If a mod is about to become compatible, don't remove it from the list until it both is compatible and has also been updated in the workshop. Only after the workshop contains an updated (compatible) version of a mod should it be removed from the list.

The list isn't a silver bullet

The mod checker feature can be a source of friction with the community, so we added options to General Settings that allow users to disable it completely, or ignore disabled mods. This means that mod incompatibility issues may still arise, even for known incompatible mods.

The Troubleshooting guide should always be first place to look when users report any errors or issues.

Changes in TM:PE v11

In version 11 and above, the incompatible mod checker will always run, even if user has disabled it:

  • A list of all subscribed mods is added to TMPE.log, showing:
    • Name and workshop ID are shown
    • (local) = ...\Cities_Skylines\Addons\Mods folder
    • ! indicates incompatible mod
    • * indicates enabled mod
  • If duplicate instances of TM:PE are subscribed:
    • A warning panel will be shown to user even if they disabled mod checker
    • The updated mod checker now successfully detects all other TM:PE instances

As such, the TMPE.log is now more useful for support purposes.

In TM:PE 11.6, an additional list of game-breaking mods was added (in source code of the mod checker) which works by comparing the mod name rather than it's workshop ID.

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