TerraTech

TerraTech

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0ModManager v.1.6.1.1
   
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Type: Mods
File Size
Posted
Updated
2.152 MB
5 Apr, 2022 @ 11:19pm
16 Sep, 2024 @ 12:02pm
31 Change Notes ( view )

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0ModManager v.1.6.1.1

In 1 collection by FLSoz
TTMM Mod Ports - for use with TTSMM
21 items
Description
What is 0ModManager
0ModManager solves numerous problems with TT's current mod system, and allows for code mods formerly hosted on TTMM to migrate to the Workshop, and the official mod system, without requiring an external program that modifies the game code in an unofficial way.

Currently, 0ModManager is the only such mod in existence. If any other such mod managers are created, only one should be in use at any one time. Outside of overhauling the mod loading system, 0ModManager does not change the behaviour of the game, and leaves that up to other mods.

IMPORTANT
If you are attempting to use mods that require dependencies on others to work (Control Blocks, Fusion Blocks, etc.), you are
REQUIRED
to use TTSMM, or the game may crash before 0ModManager can do its work

IMPORTANT: TTMM IS NOT THE SAME AS TTSMM. SEE THE BOTTOM FOR THE TTSMM FORUM POST WITH INSTALLATION INSTRUCTIONS

Features
Allows for code mod dependencies
  • TT's current modding setup does not support code mods which have dependencies on other code mods.
  • 0ModManager patches the game so that mods will load properly so long as all their dependenceis are present in your current mod session
Lets you choose what mods you want to play with without subscribing/unsubscribing
  • The default TT mod system forces you to unsubscribe from a mod if you don't want to play with it, making managing mod collections/playsets annoying
  • 0ModManager enables you to explicitly specify what mods you want to play with each play session. More details are available further down in the "How do I use 0ModManager" section
Fixes max 50 mods bug
  • By default, TT tries to force you to load every single mod you subscribed to, with the only option to disable a mod being to unsubscribe from it. There's a bug in the game where only the first page of mods (50) will be loaded at any one time, specifically, the last 50 mods you subscribed to.
  • 0ModManager fixes that bug in the event you don't use the explicit session feature
Adds a custom logging manager
  • 0ModManager adds a custom logging solution based on NLog.
  • By default, the majority of your logs will be written to the 'Logs' directory under your Steam game installation directory. Some will still be written out to the default "output_log.txt" file. An example path on Windows is:
    E:\Steam\steamapps\common\TerraTech\Logs

How do I use 0ModManager?
TTSMM[forum.terratechgame.com] is the recommended way to use 0ModManager
You get access to collection management, and warnings about mod compatibility, missing dependencies, etc. Currently, TTSMM is Windows-only. If there is significant demand, I will see about actively supporting a Mac/Linux version.

If you do not want to take advantage of the selective mod session features:
Just subscribe. If potential mod loading errors are detected, 0ModManager will forcibly trigger a restart of your game. You will then need to manually hit the play button again, after which all mods should have been loaded properly.

If you want to choose what mods are available in your session, you can supply a list of them in the launch options of the game. This list must be in the format:
+ttsmm_mod_list [<comma separated list of mod UIDs>]
where a mod UID is of the form
<type>:<mod id>
  • If it's a local mod (manually installed by you in the LocalMods folder), type will be local, and the id will be filename of the file that ends in '_bundle', minus the actual '_bundle' suffix. e.g. 0ModManager_bundle has a uid of
    local:0ModManager
  • If it's a workshop mod, type will be 'workshop', and the id will be the workshop file ID. e.g. this mod has a uid of
    workshop:2790161231

You must also supply this pair of launch arguments, or 0ModManager will not load your requested session correctly:
+custom_mod_list [workshop:2790161231]

The new copy to clipboard feature in TTSMM allows users to easily extract a list of what mods their current mod uids. This can be used to construct the
+ttsmm_mod_list
argument from above.

Compatibility
0ModManager should be compatible with anything that doesn't impact the mod loading process. There are mods that list 0ModManager as a requirement, either because they need the dependency loading features 0ModManager provides, or because they need the integrated log manager. These mods may have their own incompatibilities.

Can I run this with TTMM?
Yes. *

* 0ModManager is compatible with the TTMM/TTQMM external mod manager. Certain workshop mods (currently in development) that depend on 0ModManager are not (mainly because they are ports/replacements of TTMM mods)

Can I run TTSMM with TTMM?
Yes. They are completely separate managers that handle two completely separate sets and types of mods. When workshop ports of TTMM mods start being released, then those mods will need to be disabled in TTMM.

Known Issues
Game freezes on the mod loading screen
Sometimes, certain mods may take upwards of 5 minutes to load. NuterraSteam, especially, will cause any block mods to take a long time to load, especially if logging has been set to 'trace' (log everything).

If stuff is actually frozen, and not just taking a long time to process, then that's a known bug. We're not sure what causes it yet, but it appears to be in the base game, only it happens rarely, and randomly. It appears to be linked to Steam not handling downloads well. Validating the integrity of the game files should fix it for the next load.

Bug Reports
See this forum thread[forum.terratechgame.com] for information on how to submit good bug reports.

Given more demands on my time and lack of interest, I am now only going to look at bug reports sent in the TT discord that follow the bug report guide above. For that reason, comments are now disabled.

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