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Use virtual paths to specify exact mod to enable #11784
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One potential UX shortfall here: if the virtual path doesn't exist, the mod just won't load. There will be an errorstream log that lists possible other paths for the mod, but the game itself will still load. This would make naively sharing worlds hard, as different players may have mods installed to different locations Solutions:
My preference would be 1 or 4 |
How about "4", but only do the automatic selection if there's exactly one mod with the matching name? Otherwise show a warning. |
Done - it now automatically selects a mod in a different path if there's only one mod with that name present. I haven't handled the case with multiple mods because I'd like to improve the usability of the config mods dialog in the future, and don't want to make this PR much more complicated |
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Breaks CSMs:
RUN_IN_PLACE=1 |
I blissfully forgot that CSMs were a thing |
Fixed. It's because I'm currently using a map from |
Fixed, was missing a check on the value in world.mt |
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Works-
Currently, world.mt uses true or false to enable a mod based on its name. When there are multiple mods with the same name, Minetest will fail to load. This isn't very user friendly or obvious at all
This PR uses virtual paths like
mods/modpack1/moddir
to enable the mod instead oftrue
. This allows exact copies of the mod to be enabledThanks to pgimeno for paving the way for this
Fixes #4183
To do
How to test
Here are 3 mods in 2 modpacks, all with the same name
load_mod_test.zip