Re: Mod ID Registry: Preventing Mod Conflicts
It's also fairly easy to automatically resolve conflicts in mods - I have a script that does it, it just renumbers everything.
Of course, if you then want to cross-pollinate the mods (for example, one of my nations totally wants some of Amos' sweet-looking horror summons) you either have to consolidate mods in multiple steps (which can be done) or make changes to the post-processed file, which as a computer programmer is something I regard as doubleplus ungood.
Finally, there's the problem of running out of numbers. Mods will tend to want to use continuous blocks 24xx for example. That only leaves room for ten mods - if you let the computer handle the unit numbering, you can go ahead and have one mod use 2375-2416, which would be a pain to administer but causes the computer no problems at all.
Of course, at the moment you can only run custom sprites for ~110 units, so mod compatibility isn't much of an issue.
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