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2.0.0Issue related to an eventual 2.0.0 releaseIssue related to an eventual 2.0.0 releasefeatureNew feature or requestNew feature or request
Description
Feature Information
Feature description
Currently we only have a global mod state, where a mod is either installed or not. We should add a way to set whether a mod is enabled for any given save.
Solution proposal
- Add a field in the campaign creation where you can add or remove mods for this save
- Enforce a contract w/ mods that only allows them to do stuff when they are loaded in a save.
(Except for mods that do stuff on the main menu)
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2.0.0Issue related to an eventual 2.0.0 releaseIssue related to an eventual 2.0.0 releasefeatureNew feature or requestNew feature or request