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Rockbottom25

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Nov 15, 2025
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No. For custom packs the main goal was that on each new update you don't need to touch your packs at all.
Custom packs have their own actions.js with files.
Only time when node might be needed if you don't use custom packs but put your images in images/actions folder. Only then you would need to re-run node script after update
Again thanks for the reply!
So, I added a bunch of packs today while still using the "0.68a" version.
I skipped "step 5" from the guide fandom made
(here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18525185
& here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18561588),
which is the step were one uses "node.js" on the "searchActionsPack.js" file in the games' main folder in order to:
"Creating the subfolders basically allows the game to read where the pack is to bring up the specific vid for that pack, so that will always be a yes.".
What I did instead of this, was to edit the "packs.js" in the "packs folder" using "Notepad++" and added these lines for the packs I wanted from the "add-on pack"'s "packs.js" file:
"xxx xxx": {
name: 'xxx xxx',
description: 'White, Natural breasts, Brown hair',
download: ''
},"

It worked! Also, the packs I added prior were all still marked as checked in the save game file I launched. Awesome! :)
It's the result that matters, but I'd really like to understand what "step 5" from Fandom's guide is supposed to do and when and why it is necessary and when not. I mean the "node.js" step.

The game you created is fun in its vanilla state. Adding the packs is just a cherry on top and I understand you must be busy enough as is, updating the game, fixing bugs etc, so I understand you probably don't want to add to your workload by looking too much into all the modding procedures. Thanks in advance, if you can find a moment to "troubleshoot" this.

Thanks again for all your work and effort to game dev, modders and advisors! (y):D
 
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