ModLoader
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?
FOSS gamedev and creative worlds
https://forums.minetest.org/
(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.