Had to confirm this before I mentioned it, and it's not a game killer or anything...
The infinite combat arena thing (What is the official name of that anyway?) that runs before you hit 'start' or 'load' has the option of pressing [!] to bring up a textinput box, and you can type in the name of a ship class and it will change the currently viewed ship to the nearest match to whatever you typed. For example, you can type "iocr" and the nearest match happens to be the Iocrym Command Ship.
So I use that function a
lot for quick testing of minor code changes on the playerships I've been working on, however I've noticed since the 'select mod' functionality was added, that playership modules are not usable in the battle scene until after you load/start an adventure with whichever playership mod enabled, although you do NOT have to actually select the playership, I duplicated the effect even when starting with an E100 as long as the playership mod in question was checked prior to starting a new or loading a saved adventure. Once you quit from the adventure (or get killed or what have you) and return to the primary screen, you can then summon your playership as before.
Was this intentional or just an oversight? It was really convenient to make some minor changes in the XML file, load up Trans, summon my ship into the combat thing, and watch to see if my changes are working. I could then close out Trans completely, make some more changes, and re-launch Trans so it can see those changes, and again quickly test in the combat arena thing. With the added 'select mod' function, I now have to bite the bullet, as such, and load an adventure that uses the playership mod to perform any testing at all.
Again, it's not a game killer at all, but it is an inconvenience.
[Edit]
Code: Select all
<Extensions>
<Default unid="0x200000" debugMode="true">0xdada1000, 0xdada2666</Default>
</Extensions>
So it seems I was a little off on my report, apparently checking and unchecking the selected mods on the adventure start screen affects the above bit of code in Settings.xml which is auto-generated by Trans. So I was causing my own problems with my typical multi-tasking. The workaround is to load up an adventure with the mod you want to test with the infinite combat screen, then
don't uncheck the same mod until you are done testing, and the mod will still auto-load when you re-launch Trans.