[Mods] Request for blacklist in mod dependencies
As a mod author, what I'd like is the ability to block having a specific combination of mods installed.
This might typically be used if there is a known conflict that cannot be resolved.
Here's a scenario I'd like to use it in:
I have a Beam Drill mod, this mod has a custom block which is a turret for mining. In addition, this mod also alters the standard ore detector to allow PB script access to ore information.
I would like to publish the ore detector modification as a stand-alone mod, for those that want PB ore detection, but not the actual drill.
However, I do not want a situation to arise where both mods could be installed at the same time.
I cannot split the beam drill up and use dependencies, as the game does not allow referencing other mod's assemblies, and I need data too frequently to serialize it.
I doubt Steam supports this particular thing, however Medieval Engineers has a concept of mod metadata (metadata.mod), which as far as I know right now, only holds information on the versions of the game the mod works with. However If SE pulled this feature in from ME, it could be extended to support mod blacklists. If the game detects a mod installed that's on that blacklist, it can report an error.
Yeah, this is old but...
You can always put code in your detector only mod to see if the main mod is installed and just disable it internally if it is. If getting a list of mods isn't available to the mod directly (haven't checked), you can always scan the OB for the beam drill definition and just make the assumption. Not ideal, but it should work - I've done similar.
Yeah, this is old but...
You can always put code in your detector only mod to see if the main mod is installed and just disable it internally if it is. If getting a list of mods isn't available to the mod directly (haven't checked), you can always scan the OB for the beam drill definition and just make the assumption. Not ideal, but it should work - I've done similar.
Christ, I'd have to do a lot of mod editing to undo all the damage this kind of crap would cause. I'd rather deal with conflicts than give mods the ability to disable/control other mods. I mean imagine loading in a massive capital ship blueprint that uses nuclear engines only to find that you've been slowed to a pitiful crawl because of a stupid conflict. The only way I'd support this would be if it was mandatory to announce it on the first line of your workshop description. Like, "you do this or you get your shit taken down" mandatory.
Christ, I'd have to do a lot of mod editing to undo all the damage this kind of crap would cause. I'd rather deal with conflicts than give mods the ability to disable/control other mods. I mean imagine loading in a massive capital ship blueprint that uses nuclear engines only to find that you've been slowed to a pitiful crawl because of a stupid conflict. The only way I'd support this would be if it was mandatory to announce it on the first line of your workshop description. Like, "you do this or you get your shit taken down" mandatory.
not quite sure, but if i remeber correctly there were already mods on the workshop that do deactivate vanilla stuff..it will be just difficult as you don't know what mods come up in future and theres wy to many.
if a specific mod wants to deatctivate a specific other mod, he might be albe todo s o already
not quite sure, but if i remeber correctly there were already mods on the workshop that do deactivate vanilla stuff..it will be just difficult as you don't know what mods come up in future and theres wy to many.
if a specific mod wants to deatctivate a specific other mod, he might be albe todo s o already
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