As *apparently* mod dependencies are a thing, can they be enabled for blueprints?
Declined
Meaning:
Say you are in a vanilla creative world. You attempt to spawn in a ship, but it makes use of the small ship glass mod, for example. As the paste command is executed from a client, the world / server recognises that the blueprint depends on the mod, and so it is retrieved.
Adding mods mid-world would be a totally new thing to the game and likely break the mods that are loaded that way.
Not to mention that it basically allows players to add mods to any server, which means they can literally make their own exploit/cheat mod and add it to any server by loading a blueprint.
Still, if they wanna do this they might as well allow mods to be manually added, removed or reloaded mid-game, as all of those (+what you suggest) require the same core feature.
Just saying, I'm not seeing any of this happening :P
Adding mods mid-world would be a totally new thing to the game and likely break the mods that are loaded that way.
Not to mention that it basically allows players to add mods to any server, which means they can literally make their own exploit/cheat mod and add it to any server by loading a blueprint.
Still, if they wanna do this they might as well allow mods to be manually added, removed or reloaded mid-game, as all of those (+what you suggest) require the same core feature.
Just saying, I'm not seeing any of this happening :P
Blueprint that depends on blocks added by mods that are not enabled for the game shouldn't be able to be used in projector / spawned in the world.
In the blueprint window they should be unusable (and different color) with tooltip that blueprint depends on mods that are not active.
That would also mean that when creating blueprint, game must add list of loaded mods to it's definition, filtered only to mods containing blocks that are used by the blueprint.
Blueprint that depends on blocks added by mods that are not enabled for the game shouldn't be able to be used in projector / spawned in the world.
In the blueprint window they should be unusable (and different color) with tooltip that blueprint depends on mods that are not active.
That would also mean that when creating blueprint, game must add list of loaded mods to it's definition, filtered only to mods containing blocks that are used by the blueprint.
Hi, We are not planning to add this feature.
Hi, We are not planning to add this feature.
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