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Multiplayer and Modded Saves

The 1.4.0 "Quality of Life & Pagonia Editor Update" changed how the game treats enabled mods at save and multiplayer time. These changes are runtime behaviour owned by the engine — this page explains what they mean for modders and mod-set managers, and what Pagonia Land's tools do and don't do about them.

Source: the 1.4.0 official patch notes (Core Game → Mod Changes) and the new localization keys backing the co-op join warnings. Some details below (exact load-order determination, hosted-database co-op distribution) are still open questions — flagged where they are.

What changed in 1.4.0

  • Active mods are remembered with a save. The mods enabled when a map is started or saved are recorded; the save can only be loaded again with those mods present. You can still add new mods to an existing save, and the UI shows which mods are missing for a load.
  • Achievements are gated. Achievements can no longer be earned or progressed on modded maps or with mods that contain GameDatabase changes. Starting or loading such a map shows a confirmation dialog.
  • Multiplayer loads only the host's mods. When you join a friend's session, only mods also in use by the host are loaded. A join-time warning appears if any of the host's mods need subscribing or enabling on your side, and there is a "GDB hash mismatch" co-op error path when the merged GameDatabase doesn't line up.
  • Mod DLC dependencies are enforced. DLC dependencies are shown in the browser, collection, and UGC map selection. A user map cannot be started without the required DLC, and a mod with an unowned-DLC dependency won't load — though you can still subscribe/enable it to play multiplayer with a DLC-owning host.
  • Mods can ship single-language localization (e.g. a new building's name).

What this means for modders

Save-binding: a save needs its mod set

A save now carries the identity of the mods it was created with. Practically:

  • Removing or disabling a mod can block loading a save that used it. Treat a deployed mod set as part of the save's requirements, not a disposable layer.
  • Adding mods to an existing save is fine — the binding is "these must be present", not "exactly these and no others".
  • If you manage installs with pagonia-manager, a profile is the natural unit here: the set of enabled mods + their load order that a given save was built on. Keep the profile that a save depends on intact (the manager's profile export captures it as a reproducible collection).

Multiplayer: everyone needs the same mods

Co-op only loads mods the host also uses, and a mismatch in the merged GameDatabase surfaces as a "GDB hash mismatch". The reliable way to avoid it is set parity — every player enables the same mods.

  • Distribute the exact set as a collection + lockfile so each player installs byte-identical mods. profile export → a collection others collection install is the one-command path.
  • Load order may matter, not just the set. The engine merges mods by load order (last-loaded Replace/Unload wins; Incremental stacks — see the conflict model). Whether two players with the same set but a different order can still diverge is not yet verified (the exact rule that makes a mod "last" is not yet confirmed). Until it's confirmed, prefer sharing the load order too (a lockfile pins it), not only the set.
  • Hosted/global mods likely require parity rather than auto-distributing from the host. Early evidence (a 1.4.0 known issue: a crash when joining without the same mods) leans toward "joiners must have the mods", with map-scoped database travelling with the map. This is still being confirmed.

DLC dependencies

The game now enforces what the manager already models as Present / Owned / Effective (package layering): a mod's required DLC must be present to load, and unowned-DLC mods don't load solo — but a non-owner can still enable such a mod to play co-op with a DLC-owning host. The manager's deploy gate is advisory (it warns on ownership, blocks only on absence) because the bytes ship regardless; the game's runtime enforcement is the stricter layer on top. If a deployed mod silently won't load solo, an unowned DLC dependency is the first thing to check.

Achievements

Any mod that changes the GameDatabase (globally or per-map) disables achievement progress on the affected maps. A classify of a mod pak tells you in advance whether it carries global or map-scoped GameDatabase content (GdbScopes) — which is exactly the signal that predicts achievement-gating. If achievements matter to you, prefer cosmetic/asset-only mods, or accept the trade-off knowingly.

What Pagonia Land's tools do (and don't) here

Concern What the tools do What they don't do
Byte-identical mod sets across players Collections + lockfiles pin exact versions (and content hashes); profile export produces a shareable collection
Load order Lockfiles record and reproduce a profile's load order Do not (yet) verify two players' orders match — share the lockfile
The game's GDB hash Do not compute or compare the engine's merged-GDB hash; the "GDB hash mismatch" check is the game's, at runtime
DLC dependencies Present/Owned/Effective model + co-op carve-out in deploy gating Don't override the game's runtime enforcement
Cross-mod conflicts plan/deploy warn when two managed mods destructively target the same entity Can't see inside an editor-authored mod's intent (only classify its scope)
Achievement impact classify exposes GdbScopes (the gating signal) A dedicated "this profile disables achievements" advisory is planned, not yet emitted
Co-op parity check A profile-parity / "what this save needs" command is planned, now justified by the real GDB-hash path

See also