Package manager / repo for mods?

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taikedz
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Package manager / repo for mods?

by taikedz » Tue Jul 12, 2016 22:29

Hello

I wanted to throw an idea out there, haven't seen that there is anything of the sort...

I had a play at managing a minetest server a few months ago on Ubuntu, went well (got upwards of 10 players simultaneously with a bunch of mods on 512MB, 1CPU, 1GB swap - if you were at all dying to know)

But in trying to manage the ever growing list of mods I was adding, I came to wonder - is there a tool for managing mods (command line I'm thinking), or do people just generally trawl Google / the forums to find their mods?

If the latter, I am thinking of hacking together a quick thing for managing mods to be able to do something on a server like (for example)

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mt-mods search protection
mt-mods install tenplus1/protector


It would have to support the namespaces as declared in-game etc to avoid conflicts, and highlight different mods that try to do the same thing.... Probably write it in Python so it can be ported to Windows....

Has this already been done before? Is it of interest to anybody?
 

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Re: Package manager / repo for mods?

by rubenwardy » Tue Jul 12, 2016 22:57

 

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Re: Package manager / repo for mods?

by taikedz » Wed Jul 13, 2016 01:18

Thanks rubenwardy

Saw the third one, not really what I was looking for

Your project and the bower one look more like it, I'll have to see what's been done there so far. I note they have not been updated for about a year though...
 

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Re: Package manager / repo for mods?

by jbb » Mon Jul 18, 2016 14:47

There is also a repository which integrates Minetest Mods directly in every Debian Gnu / Linux based System (like Ubuntu or Linux Mint):

https://forum.minetest.net/viewtopic.php?f=14&t=13051

It works like the Debian repository where you get your updates and Programs from.
You can install every mod by using apt or Synaptic etc.
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sudo apt-get install <(mgame-tng) modname>


You can add the repository to your sources.list by running
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sudo nano /etc/apt/sources.list

and pasting
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deb http://mmod.infinitypfm.org/ mmrepo main
at the end of it.
And then run this command
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wget --quiet -O - http://mmod.infinitypfm.org/mmrepo.key | sudo apt-key add -
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apt-get update


I hope this was what you need!
Minetest runs better on Linux. So I'm using Linux.
 

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Re: Package manager / repo for mods?

by octacian » Mon Jul 18, 2016 15:08

I'm thinking about working on both a command line, website, and in game mod package manager. Haven't got anywhere yet as I don't have much time, but it would be something in the engine, which would require the latest build of Minetest (if I got it merged), or my own build.
God isn't dead!

My Coolest Mods:
MicroExpansion, Working Computers, Interchangeable Hands

Check out my YouTube channel! (octacian)
 

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Re: Package manager / repo for mods?

by taikedz » Wed Jul 20, 2016 14:18

I did throw something together after all. https://forum.minetest.net/viewtopic.php?f=14&t=15174

mogray5 is managing a APT repo, as highlighted by jbb

I also added a mod-sets folder and am working on a text-file based system to allow people to put together lists of mods. Updating all mods would then be a 1-command task especially when pulling from a git repo....
 

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Re: Package manager / repo for mods?

by Calinou » Wed Jul 20, 2016 17:22

What I don't like about APT repositories is that they're neither cross-platform nor cross-distribution. cornernote worked on a solution using Bower, which works cross-platform and cross-distribution, however it would need better integration with Minetest.

Or perhaps we should fork an existing simple package manager system to use it entirely on our own (this way, there is no dependency on Node.js or npm).
 

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Re: Package manager / repo for mods?

by taikedz » Wed Jul 20, 2016 21:31

I was indeed thinking that.

I am still putting together something, and it may well just depend github repos for the data, but still need a centralized system for search and description.... to be seen...
 


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