I personally recommend that the official add MOD production specifications and MOD use basic tutorials in future new versions of the game. (Or add a judgment prompt function to detect whether the MOD can be used normally when the MOD is loaded in the game.)
1. For players:
This problem is the most serious on the creative workshop. When some players subscribe to MOD, as long as they see the picture displayed by the MOD that they like, they directly click to subscribe. . But they don't carefully understand the usage requirements of mods and the order in which mods need to be loaded. . . Such players have a high probability of MOD conflicts or game crashes during the game. I have seen feedback and need help posts from many players in the forum. This is the case. At this time, some players will feel that it is a problem with game development or a problem with the work of the MOD author. (Actually, as long as you adjust the MOD loading order and disable the conflicting MOD, the problem can be solved... But many players are not familiar with the game and the use of MOD, and they do not take into account the compatibility of MOD, conflicts, games Version number requirements etc...) This has implications for both game developers and modders. . . .
I personally recommend that the official add a pop-up window directly to the MOD loading interface when the player opens the game for the first time to load the MOD, which introduces the loading order and requirements of the MOD. The introduction page can prompt players to load mods in the correct order of SCRIPT, track/road, stations, and asset. and remind players to submit the \local\crash_dump\stdout.txt error log file in the game to the game official or MOD author in time when encountering problems. (Now it is estimated that many people do not know the location of the error log file of this game, !!! Add a button: for store/report the stdout.txt file on the main interface of the game. After the player clicks, the game automatically copies the stdout.txt file and Save to any location specified by the player. This is the easiest and most effective way.). (PS: it's best to have the game automatically sort and load mods, and automatically disable mods with wrong or conflicting versions.)
It is recommended that the official contact STEAM, adjust the MOD subscription interface of the creative workshop, and put the MOD subscription button at the bottom of the MOD description. To avoid all kinds of problems caused by novice players who directly click to subscribe without reading the MOD description.
For TPF2 games, about 60-70% of the various problems reported by novice players are caused by incorrect loading and use of MODs that cause game crashes or conflicts. . . This should attract official attention and guide the correct use of the mod.
After all, it is very unpleasant for game developers and modders to be blamed inexplicably by others. . . .
2. For making MOD:
The official should add a MOD making rule to the game's WIKI page and the game's MOD example folder. Before, some authors made MODs that directly replaced the game's default parameters and settings, which made other authors' MODs unusable. In fact, this kind of problem can be solved as long as there is an official MOD making rule. For example, railway MODs, the standard MOD making requirement should be to make xxx.lua separately in the config/track file of the MOD, rather than directly overwriting the game's default rails. This avoids mod conflicts and bugs between mod authors.
At present, all kinds of MOD problems, the most should be railway/road MODs and train station MODs. . . . For example, the rails in the station are directly and incorrectly covered and replaced, the settings of the train station are invalid, the track loading list is invalid, and the function menu of the train station MOD is invalid. or player clicking on a train station, the game crashes directly because of MOD conflict. . . A mod that was released early and used without problems is likely to have a serious impact on other authors' mods after the game is updated. .
If the official can formulate MOD production specifications, or let the game automatically disable / not load incompatible MODs, I think such problems should be reduced by at least half.