World of Banished

Conversations => General Discussion => Topic started by: MarkAnthony on February 20, 2022, 07:46:51 AM

Title: Can we rename .pkm files ?
Post by: MarkAnthony on February 20, 2022, 07:46:51 AM
Good morning.


I was wondering if we could rename the individual .pkm files to our liking? Specifically I would like to know if renaming them we mess up the file? I don't know if what is inside the .pkm file references the original filename at all which would then cause it to crash or not work properly if I renamed it.


When I use ModMan I organize my mods by categories for example all the aging mods are together in one group; all the terrain mods in another; all the start mods in another and so on. Not all .pkms, even from the same modder are named alike.


So for example I would like to rename my aging mods to be something like: Aging-Norseman, Aging-Ironman, Aging-ProperTime and so on so that at a quick glance in ModMan I can see that I have all my mods sorted correctly to my liking.


Another example for renaming a .pkm would be like @kid1293 s mod TinyTrader or @RedKetchup s mod creamery - I would like to rename those .pkm files to Kid-TinyTrader and Red-Creamery, respectively.


Again I do not know if the files inside the actual .pkms ever reference the original .pkm filename given by the mod author.
Title: Re: Can we rename .pkm files ?
Post by: kid1293 on February 20, 2022, 09:30:52 AM
There is only one sure way to find out. Do it! ;D

If I remember correctly - They will not work if you rename them.
The game is sensitive to names/wording/syntax in the code, so why not in the filename?
Title: Re: Can we rename .pkm files ?
Post by: River on February 20, 2022, 12:30:42 PM
I've done it. It works fine for me.
Title: Re: Can we rename .pkm files ?
Post by: MarkAnthony on February 20, 2022, 04:44:19 PM
Thanks @River
Title: Re: Can we rename .pkm files ?
Post by: Kristahfer on February 24, 2022, 12:57:38 PM
I am not sure about renaming PKM files. I have a standard load-set containing a large number of mods. Colonial Charter J is used in that load. When I renamed that PKM file in my standard load, I noticed no CCJ items available, although I did not do an exhaustive search. Tried again with base Banished with only that file without being renamed and had no issues. Once I renamed that file to CCJ the application would load, present the starting conditions, and I picked only those conditions that would be available in Base Banished and the application crashed while attempting to generate the load. FIVE times.


I do not believe that renaming PKM files works. At least my testing of renaming both CCJ and RKCE does not perform well. Maybe smaller mods that I did not test renaming will work.
Title: Re: Can we rename .pkm files ?
Post by: MarkAnthony on February 25, 2022, 02:38:49 PM
@Kristahfer Thanks for the heads up. I haven't tried myself just yet as I was saving that for a day off - reorganizing and renaming a lot of mods to my liking. I'll keep what you said in mind and not just rename things without double checking.