And if the original mod creator doesn't update them you can't use the mod / play the character with the mods on it? Whelp.
That seems to be the gist of it. It's the risk run in a game in early development. Hopefully, it shouldn't be as bad at full release.
As a mod creator myself it is really not bad, it is literally just changing 1 line of code and uploading the new resource to get it to work again.
So if I wanted to do that as a non modder would I just have to edit the version in one of the files of the mod and it would work again?
As a non-modder: Wait for the modder to update the mod. It's not your responsibility to keep the mod up to date.
Well some of them don't get updated, I'd like to keep playing without waiting months lol if its as simple as just opening it in the editor and changing the version number, I can do that.
For the most part, yes. It depends on what engine changes take places between versions. For example, this time around it's generally safe to "update" mods yourself as long as they don't add biomes or planets. It can't hurt to try, really. Worst that can happen is you get a crash. If that happens just remove the mod and wait for the author to update it.
Except this last update made it so that if you changed Celestial.config or planetgen.config or added ANY object with the "interactable" type, those all need to be fixed. Seriously why the hell did they rename "planetgen.config" to "worldgen.config".
Things will never be set in stone. Not until the game stops receiving updates, anyway. That's the nature of development. And really, that's a good thing. If things are being changed, things are progressing.
I made a post the other day regarding a method I found to manually update mods that fail to work with the latest game update. Take a look and you should be up and running your mods again in no time. http://community.playstarbound.com/...beta-offended-koala.53587/page-3#post-1815225