Are you annoyed by having to subscribe/unsubscribe from mods to enable/remove them in your game? I am.
So over the past year, I've been working on a project:
THIS IS AN UNOFFICIAL (NOT MADE BY PAYLOAD) MOD MANAGER.
IT'S AN EXTERNAL PROGRAM USED TO LAUNCH THE GAME WITH CUSTOM PARAMETERS.
IT ALSO ALLOWS THE EXECUTION OF ARBITRARY CODE IF YOU CONFIGURE IT TO DO SO, SO BE CAREFUL
(This does not happen by default, and requires manual effort to enable)
Currently, TTSMM is Windows only. If the demand is high enough, that may change.
(I would have to manually build/compile and test it on a Mac/Linux system).
Download the latest build here.
How it works:
TTSMM takes advantage of a pre-existing system in the vanilla game that allows you to load a specific set of mods in your current session. The game detects this by checking if you've launched the game with a specific set of arguments.
TTSMM will launch the game with only one workshop mod using the base game system: that mod is your configured mod manager. Currently, it's set to 0ModManager by default. It will then put a list of your selected mods in a separate argument for 0ModManager to read.
I may add the option to load a specific mod set without 0ModManager if there is enough demand, but this is NOT recommended.
0ModManager will then patch your game so it will be able to load mods with code dependencies properly (this is missing from the base game), and then handle the loading of said code mods in their configured order.
Said order may be random, within the constraints provided.
DO NOT SWITCH MOD MANAGERS UNLESS YOU KNOW WHAT YOU'RE DOING
So over the past year, I've been working on a project:
THIS IS AN UNOFFICIAL (NOT MADE BY PAYLOAD) MOD MANAGER.
IT'S AN EXTERNAL PROGRAM USED TO LAUNCH THE GAME WITH CUSTOM PARAMETERS.
IT ALSO ALLOWS THE EXECUTION OF ARBITRARY CODE IF YOU CONFIGURE IT TO DO SO, SO BE CAREFUL
(This does not happen by default, and requires manual effort to enable)
Currently, TTSMM is Windows only. If the demand is high enough, that may change.
(I would have to manually build/compile and test it on a Mac/Linux system).
Download the latest build here.
For Windows Users:
- Download the installer from the latest release: https://github.com/FLSoz/terratech-steam-mod-loader/releases/latest
- It will be named something like
ttsmm-Setup-<version>.exe
- Run it
TTSMM is built using NodeJS, and uses React to construct the display. Electron is used to build and package it as a desktop app, and allows for the ability to easily (hopefully) make it cross-platform in the future. The source code can be found on my Github here.
TTSMM uses the Steamworks SDK to get a list of your currently subscribed mods, and to fetch information about those mods from the Workshop. The code that interfaces between the Steamworks SDK and the NodeJS based TTSMM can be found on my Github here.
TTSMM uses the Steamworks SDK to get a list of your currently subscribed mods, and to fetch information about those mods from the Workshop. The code that interfaces between the Steamworks SDK and the NodeJS based TTSMM can be found on my Github here.
TTSMM will launch the game with only one workshop mod using the base game system: that mod is your configured mod manager. Currently, it's set to 0ModManager by default. It will then put a list of your selected mods in a separate argument for 0ModManager to read.
I may add the option to load a specific mod set without 0ModManager if there is enough demand, but this is NOT recommended.
0ModManager will then patch your game so it will be able to load mods with code dependencies properly (this is missing from the base game), and then handle the loading of said code mods in their configured order.
Said order may be random, within the constraints provided.
- E.g. if mod A requires mod B to load first, mod A will always load after mod B.
- If mod C is also selected, but it has no restrictions, CBA, BCA, and BAC are all possible load orders
DO NOT SWITCH MOD MANAGERS UNLESS YOU KNOW WHAT YOU'RE DOING
Last edited: