(http://wiki.minetest.com/wiki/Mods)It is also possible to install mods for an individual world, while not changing other worlds.
/worlds/your-world-name-here/worldmods/MODHERE
jordan4ibanez wrote:I was thinking about creating a mod loader, so you can just install mod loader for adventure maps, and it loads it up from the world directory itself. Thoughts on this?
kaeza wrote:What would be better is to make a "dynamic mod loader".
I.e. you can activate/deactivate mods at your leisure (perhaps from some UI). But realized too late this wasn't possible.
BTW welcome back.
doserj wrote:kaeza wrote:What would be better is to make a "dynamic mod loader".
I.e. you can activate/deactivate mods at your leisure (perhaps from some UI). But realized too late this wasn't possible.
BTW welcome back.
I have started work on that actually. Look for progress here:
https://github.com/doserj/minetest/tree/mod_selection
It is not really useable yet (no GUI-integration yet, for example, and there are some issues with modpacks), but I plan to fix that eventually.
The long-term goal would be to evolve that into a proper mod configuration interface (which mobs to activate from mobf or similar, which plants to enable from farming and plantlife, whether to enable item_drop / item_pickup, etc.)
Stay tuned.
rubenwardy wrote:It would be great if you allowed it to download mods from "Minetest Mods" mod listings.
You just need a http:// compatible socket library, and a parser that you can make
If you want a new API for it, just ask me.
doserj wrote:kaeza wrote:What would be better is to make a "dynamic mod loader".
I.e. you can activate/deactivate mods at your leisure (perhaps from some UI). But realized too late this wasn't possible.
BTW welcome back.
I have started work on that actually. Look for progress here:
https://github.com/doserj/minetest/tree/mod_selection
It is not really useable yet (no GUI-integration yet, for example, and there are some issues with modpacks), but I plan to fix that eventually.
The long-term goal would be to evolve that into a proper mod configuration interface (which mobs to activate from mobf or similar, which plants to enable from farming and plantlife, whether to enable item_drop / item_pickup, etc.)
Stay tuned.
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