Replies: 5 comments 13 replies
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another note we had on this is to potentially remove "enabledmods.json" and put an .enabled .disabled file into the root of a mod or into the mod.json to make sure northstar associates the disable/enable with the right mod, instead of by name |
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The topic of how plugins should be handled came up and I wanted to share my 2 cents (as one of the few plugin creators):
Also something else I would love to see:
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> Reworking mod handling To be at least a bit helpful imo this discussion should be based around how the game handles/shoud handle loading/unloading/downloading of assets. Offloading work to modmanagers also means you'll have manager specific behaviour and be dependent on managers implementing a feature which isn't desired. |
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Can we please keep the mod directory read-only (i.e., don't create Also, adding an env var to specify additional mod search dirs ( |
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And a potentially controversial idea about enabling/disabling mods: disable everything by default, then have various methods (convars for mod settings ui, server required mods, env var, cli arg) to enable them, and also a blacklist which takes precedence. This prevents multiple things from fighting over a single enabled/disabled mechanism, makes it clear why a mod is enabled if it's enabled, is flexible and future-proof, keeps the mod directory read-only, and is easy to manipulate externally if required. For dedicated servers, probably enable all mods by default, since it doesn't make much sense to do otherwise? |
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up there is a flowchart of a concept i worked out in about an hour with gecko.
i had a long conversation with gecko yesterday about mod related stuff
such as:
The result of this entire conversation is a small flowchart. Remember, this is very wip
The goal of this entire thing is to finally standardize, and properly document the entire mod format and make it future proof in case a platform has to be switched.
feedback is highly appreciated
Replaces #472
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