Literally anything that would affect the modding API or any changes to any game elements your mod changes that show up in the
full patch notes could potentially be an issue, I think.
In the interest of trying to be more helpful than that, here are some things that jump out at me that may (or may not) be particularly relevant for many mods:
- Removed CargoItemType.MOD_SPEC; use CargoItemType.SPECIAL instead
- Added new columns to weapon_data.csv; if present these override tooltip fields
- primaryRoleStr
- speedStr
- trackingStr
- turnRateStr
- accuracyStr
- noDPSInTooltip: to not show DPS row in weapon tooltip
- Also added to weapon_data.csv columns to define two custom sections (with highlights) in tooltip info:
- customPrimary
- customPrimaryHL
- customAncillary
- customAncillaryHL
- Projectile weapons only: LINKED or DUAL barrelMode weapons will now multiply the weapon_data.csv flux cost by the number of barrels that fire simultaneously
- Ships with modules:
- Modules are no longer configured using weapon groups
- Added "modules" section to .variant files instead
- Modules will be ordered in listed order provided "modules" is an array of objects
- Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
Meaning, a mod can now provide a partial file with just the changes rather than a complete file - Renamed FleetDespawnListener to FleetEventListener
- MutableStat values no longer capped to be >= 0
- Added MarketAPI.get/setEconGroup()
- Added "tags" and "rarity" columns to ship_data.csv
- SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPI - Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
- Added "canUseWhileRightClickSystemOn" to ship system definitions
There's probably other things that may affect some mods, or even critical things that affect all mods I've missed. If all else fails, launch it, see what breaks, figure out why, repeat :\