Incompatible Mods List
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:
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 semicolon 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 in 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.