Join GitHub today
GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
Sign upGitHub is where the world builds software
Millions of developers and companies build, ship, and maintain their software on GitHub — the largest and most advanced development platform in the world.
Advanced Game Setup: "Disable All" actually disables all, including active gameplay module #4129
Comments
|
What is expected case?
|
|
So there are probably two phases to this topic.
Probably this issue can be resolved by fixing 1), although it would be nice to also figure out the related bugs, such as why it seems like a restart of the game may lose all selected modules from the previous run, meaning you don't have any modules and no world to generate, at least in some cases. There can also be some weirdness overall when you activate/deactivate modules on the Advanced Game Setup screen we should review / stabilize. |
|
Part of the buggy behavior in this area has probably been fixed by #4213, not sure if anything remains, haven't retested. |

Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.

What you were trying to do
Disable all manually-selected modules so that only the default selection for the gameplay template are used.
What actually happened
All modules are disabled, including the active module, which cannot be enabled or disabled from the UI.
How to reproduce