ModLoader

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jordan4ibanez
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ModLoader

by jordan4ibanez » Sun Dec 23, 2012 08:03

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?
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Jeija
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by Jeija » Sun Dec 23, 2012 08:12

Do you know worldmods?
It is also possible to install mods for an individual world, while not changing other worlds.
/worlds/your-world-name-here/worldmods/MODHERE
(http://wiki.minetest.com/wiki/Mods)
Is that what you're looking for?
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by kaeza » Sun Dec 23, 2012 08:20

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?

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.
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doserj
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by doserj » Mon Dec 24, 2012 14:28

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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by rubenwardy » Mon Dec 24, 2012 14:34

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.


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
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by doserj » Mon Dec 24, 2012 18:28

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.


That's even further down the line. But I am sure eventually there will be some sort of in-game mod manager.
 

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by kaeza » Mon Dec 24, 2012 18:50

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.


great! I'll take a look at it later.
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