As *apparently* mod dependencies are a thing, can they be enabled for blueprints?

Guest shared this feedback 5 years ago
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.

Replies (3)

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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

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I should have been way more clear about this, sorry.


It would definitely have to be restricted to somewhat cosmetic blocks only. Nothing which can cause an advantage to the player spawning it.

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I see... that'll be tricky to limit, obviously the workshop tags can't be trusted for this, the mod will have to be downloaded, read and see if it only has a CubeBlock type definition (as in, no refineries, etc) and maybe optionally an assembler blueprint for it, everything else would probably mark it as unfit...

After that, all clients need to download that mod mid-game which would open another can of worms... what if someone's download is insanely slow; the download could just take their connection from usable to outright unplayable as well.

I guess it's do-able but still sounds like a lot of work for it to enable players to get some decorative blocks in a server... which could also still be abused visually with giant "roosters" or stuff like that... :P

Would be simpler to just contact the server author and ask them to add X or Y mod instead :}

Also, judging by the fact that all mods are experimental, it's clear that they don't wanna mess with filtering out safe mods (like decorations) automatically.

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I agree. There's probably no way to realistically do this. since the load order of dependencies is critical. What could be done is, provided the blueprints were tagged properly with dependencies by the Author, Check the BP's dependencies. The client would check to see if you have the required mods for that ship.If so, allow you to spawn.

If not, ask if you would like to add the required mods, save and reload the world (SP only).

If on a server and you don't have the required mods, it would give you the same message as now, but give you a list of the mods required (Then you can ask the server Admin to add) or open a link to the Blueprint to see the mods requirements on the steam page.

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Where is the Line that separates cosmetic from functional? Is an Interior Light functional? Or a Conveyor piece that looks like a Pipe?

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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.

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I disagree. There are blueprints that have optional mods - i.e. life support facilities inside the ship that otherwise would just be a spare room. I think it should be "spawn at your own risk", or divide mods into mandatory (with your suggestion) and recommended (with no effect).

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While you would be able to hotswap mods, it would require an extensive amount of effort to do this reliably. On both the game side, and mod side (Mods would have to be redesigned to work with this too) However, If the mod was a simple change, such as a cubeblock change, or model change, i don't see why this couldn't be a thing, The question is, And i think i already know the answer, Would it be practical to do so.

(Before people bring up the fact that apis such as spigot and bukkit can hotswap plugins, This is not minecraft, Those apis have evolved into the state that they are in, Slowly, And it so happens that they're very friendly with hotswaps most of the time, This game is not minecraft, And would be running those odds again)


I don't see the practicality of this.

Wouldn't it be a better idea for these fellas to spend (Potentially) a lot of time on something such as the netcode, Or Physics?


These days worlds load so quickly, I don't really see the need for this. Myself that is.

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Hi, We are not planning to add this feature.

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the amount of ideas you are declining is making you look bad, haven't you noticed how much your sales are starting to suffer due to this lack of functionality/content


whats the point of having this when pretty much everything is getting declined and most of the accepted things are already in the general plan......

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Also on another note... TELL US WHY!


Why is this not a feature you are planning on implementing, dont just leave it to us to figure out and possibly get some really controversial ideas

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The reasons why are already mentioned in discussion here. There would be several issues introduced with this feature and overall usage of "modded" blueprints would be even harder to understand. Not to mention that some kind of "add mod when adding BP" in MP would be nightmare for any player on the server.

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