benexclaimed wrote:
I just deleted all my addons, re-added Zomnibus, and now I'm good again. Thanks for the help.
Excellent, glad to hear it. And thanks to everyone who pitched in to help while I was out.
benexclaimed wrote:
Yeah, I think Steam workshop works a bit differently with TOME than with most other games. Unsubscribing from a mod doesn't actually remove it (as it does in every other Workshop-enabled game I've played), it just restricts you from getting new updates.
I think this has come up before. You mention that other Steam games work differently; for those in the know about ToME's Steam architecture, is this something I need to fix on the addon-dev side?
stinkstink wrote:
The engine doesn't seem to handle multiple versions of the same addon well, if you disable one the other will become disabled as well.
? You mean how te4.org tends to give different versions of an addon different filenames, like tome-some-addon_3.teaa vs. tome-some-addon_4.teaa? [I've also been tripped up by tome-some-addon.teaa vs. tome-some_addon.teaa.] Yeah, I can see how having multiple such files in the same game/addons directory would confuse the engine. I'm not sure why one would want to do that deliberately, though...
Also, a question as long as I'm in the neighborhood: while working on 1.2.4 updates to the various ZOmnibus addons, I'm also looking at the new addon collection feature in 1.2.4. As I read the code, it involves bundling all the separate addons into subdirectories of a single .teaac file; the separate addons would then AFAICT appear separately in the addons menu, as though you had installed all the .teaa's separately, which would mean you could enable or disable each of the component addons independently. Is this something you the users would like to have, or do you prefer the current way?