# How mods work - override other mods

**URL:** <https://forum.dionicsoftware.com/t/how-mods-work-override-other-mods/3677>\
**Category:** IS Mods\
**Created:** [March 19, 2023, 6:36pm UTC](https://forum.dionicsoftware.com/t/how-mods-work-override-other-mods/3677 "2023-03-19T18:36:26Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![tekki](https://forum.dionicsoftware.com/user_avatar/forum.dionicsoftware.com/tekki/32/2141_2.png) [@tekki](https://forum.dionicsoftware.com/u/tekki)\
**Post date:** [March 19, 2023, 6:36pm UTC](https://forum.dionicsoftware.com/t/how-mods-work-override-other-mods/3677/1 "2023-03-19T18:36:26Z")

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I was somehow playing with mods.

Noticed:  
The mods are loaded in an alphabetical order.  
Meaning, if a mod ‘A Mod’ make changes to one building, they got overwritten without noticing somehow from a mod ‘Z Mod’ if those makes changes to this building to.

That is wired if you not just test the mods.

Also i was copying the hole mod to see other changes - the startup of the game then was corrupted by having the same name in the config.json. Such things should aswell be pointed out somehow.
