id,summary,reporter,owner,description,type,status,priority,milestone,component,resolution,keywords,cc,phab_field 4881,Start Mods button only works as intended when saving the mods,elexis,Silier,"The mod selection screen has a button to save the mods and one to start the mods. So the user might assume that the mods could be launched without saving the configuration too if theere is no dialog asking for the changes to be saved before 'starting' them. The code also looks like it intends to launch the selected mods without saving: {{{ function startMods() { // always sort mods before starting sortMods(); Engine.SetMods([""mod""].concat(g_modsEnabled)); Engine.RestartEngine(); } }}} But it doesn't actually work, tested on svn, a22, a21 and a19 (while confirming that the mod attempted to start can be started after saving). That `RestartEngine` call goes straight to `restart_engine()` of `main.cpp`. It sets `quit` to true which means the frame rendering infinite loop in the main thread is left. `restart` had been set to true which means that the same process is going to reinitialize everything. So it ought to be supported to restart without saving. `RunGameOrAtlas`",defect,closed,Should Have,Alpha 25,Core engine,fixed,,,Phab:D3592