Beware that provided mods are built by different community members and are also not always fully compliants...
As an example :
- suppose a first mod adds a new alien race -> this will have an impact on some research triggers, as Alien Origins
- name: STR_ALIEN_ORIGINS
dependencies:
- STR_CELATID_TERRORIST
- STR_CHRYSSALID_TERRORIST
- STR_CYBERDISC_TERRORIST
...
- STR_CYBERMITE_TERRORIST #NEW
- suppose a second mod adds a new tech tree input, as for example to make Alien Reproduction needed to discover Alien Origins
- name: STR_ALIEN_ORIGINS
dependencies:
- STR_CELATID_TERRORIST
- STR_CHRYSSALID_TERRORIST
- STR_CYBERDISC_TERRORIST
...
- STR_ALIEN_REPRODUCTION #NEW
If you want to make them compliant, you have to "integrate them"
- name: STR_ALIEN_ORIGINS
dependencies:
- STR_CELATID_TERRORIST
- STR_CHRYSSALID_TERRORIST
- STR_CYBERDISC_TERRORIST
...
- STR_CYBERMITE_TERRORIST #NEW
- STR_ALIEN_REPRODUCTION #NEW
In case you do not want to make this work yourself, you will have to wait for someone else to do the job => have a look at Solar's FMP (WIP !)
EDIT : example above will not crash the game, it was just to give an example of issue you could meet integrating many mods together