From 8fe8ceb92cca000aeed0a44ed3a096db3b2bd852 Mon Sep 17 00:00:00 2001 From: Rob B Date: Sat, 13 Jul 2024 14:03:18 -0400 Subject: [PATCH] Progress on Mods Without SML Page --- .../ROOT/pages/Development/Satisfactory/ModsWithoutSML.adoc | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/modules/ROOT/pages/Development/Satisfactory/ModsWithoutSML.adoc b/modules/ROOT/pages/Development/Satisfactory/ModsWithoutSML.adoc index b487f579..810b6f00 100644 --- a/modules/ROOT/pages/Development/Satisfactory/ModsWithoutSML.adoc +++ b/modules/ROOT/pages/Development/Satisfactory/ModsWithoutSML.adoc @@ -21,12 +21,16 @@ because it acted as a way to check which game and engine versions a mod was comp Benefits of still depending on SML +Consider the following SML features that you'll be losing by not depending on it: + - Significant wheel reinvention required for blueprint mods (C++ mods can use StartupModule) - Mod dependency version checking at launch - Client-server version consistency checking when playing in multiplayer - Other mods being able to detect your mod's presence - Mod Content Registry access -- Nearly every player will still have it installed anyways + +Also, consider that nearly every player will still have SML installed anyways so they can play with other mods. +It's already possible to run SML on just the client Refine the mircea paragraph: