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Use virtual paths to specify exact mod to enable (#11784)
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@@ -205,14 +205,19 @@ local function handle_buttons(this, fields)
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local mods = worldfile:to_table()
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local rawlist = this.data.list:get_raw_list()
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local was_set = {}
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for i = 1, #rawlist do
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local mod = rawlist[i]
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if not mod.is_modpack and
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not mod.is_game_content then
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if modname_valid(mod.name) then
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worldfile:set("load_mod_" .. mod.name,
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mod.enabled and "true" or "false")
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if mod.enabled then
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worldfile:set("load_mod_" .. mod.name, mod.virtual_path)
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was_set[mod.name] = true
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elseif not was_set[mod.name] then
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worldfile:set("load_mod_" .. mod.name, "false")
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end
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elseif mod.enabled then
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gamedata.errormessage = fgettext_ne("Failed to enable mo" ..
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"d \"$1\" as it contains disallowed characters. " ..
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@@ -256,12 +261,26 @@ local function handle_buttons(this, fields)
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if fields.btn_enable_all_mods then
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local list = this.data.list:get_raw_list()
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-- When multiple copies of a mod are installed, we need to avoid enabling multiple of them
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-- at a time. So lets first collect all the enabled mods, and then use this to exclude
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-- multiple enables.
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local was_enabled = {}
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for i = 1, #list do
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if not list[i].is_game_content
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and not list[i].is_modpack then
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list[i].enabled = true
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and not list[i].is_modpack and list[i].enabled then
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was_enabled[list[i].name] = true
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end
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end
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for i = 1, #list do
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if not list[i].is_game_content and not list[i].is_modpack and
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not was_enabled[list[i].name] then
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list[i].enabled = true
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was_enabled[list[i].name] = true
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end
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end
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enabled_all = true
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return true
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end
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