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'sprofile exportcaptures 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 otherscollection installis the one-command path. - Load order may matter, not just the set. The engine merges mods by load order (last-loaded
Replace/Unloadwins;Incrementalstacks — 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¶
- Mod Collections — pinning a reproducible mod set + load order with lockfiles.
- Mod Patch Conflict Model — how overlapping mods resolve and the authoring advisor.
- Editor Mods and Pagonia Land — how editor-authored mods fit alongside hand-authored ones.
- Mod Distribution Patterns → Distribution Channels — how a shared set actually reaches every player.