Greetings to all. Im not 100% sure this has been discussed before, and you guys are juuuust getting into terrain, but hear me out. I was wondering, If the mod system would be similar to the Supreme Commander Mod system? Or are you guys gonna try something new? Also, if you guys need a concept idea for a 'Mod Manager', Heres a pic I made to help ya along the way. (Wyvern Battle Pack is an Example of a mod in the manager)
Hey if they do it right, they could use something similar to a phone app-store. Or the steam Workshop system Browse / search the online store for mods, be able to download the mods you like, comment on them, etc, and be automatically notified of updates. Also allow you to see mods of other players during a replay, and let you easily download those as well. And so on.
Really anything as simple as "modloader" for minecraft would work. As long as you add the mod as simple as possible in a mod folder, and it reads ahead of core files automatically, and has an in-game options-menu pre-game to read or ignore mods. Oh, and to transfer mods to clients who join the game but don't have them, so they can join the game vanilla and still play after it finishes loading and even have the mod for future reference.
Nice Concept but I think its to early to talk about a mod manager. I don´t like how minecraft manage mods.Mods are easy to install but you cant view a liste in the game or deactivate them without delete the files out of the .jar file. For me there must be a mod list where i can activate/deactivate mods and add or delete mods permanently.
No, Risugami's Modloader for minecraft. It adds a "Mods" folder that you simply add the mods you want in their own folder (or zip folder), and the game reads the mods in place of the same named file in the .jar. It also encourages capatibility by combining changes to the same file by multiple seperate files (multiple mods, all modding the same weapon), and re-assigning values already taken by other mods to other free spaces that aren't claimed by mods a player has (one mod claims the unit id 200, so it assigns another mod trying to use it id201 instead), and adding an ingame "Mods" option menu listing installed mods and whether to read or ignore them (on-off-switch).
A mod manager would be nice. And when writing mods it'd also be nice to bundle all the mod content and code into one folder or jar file or something somewhere that you could just put in a Mods directory that the game would find when it launches. Other than that I'd like to see a mod aggregation site where people could easily search through all the PA mods out there, and up-vote or down-vote specific mods.
Also, it would be great if the mod manager has some tools to help keeping the mod up to date, so you don't have to manually re-download it each time there is a new version. Something like "Hey, there's a new version of this mod, do you want to update it? Or to download it as a separate mod?"
I hate it when the interface controls (buttons) are similar to the elements of design (the frame around the text.) It would be better if the interface will be engaged in the Uber.
Having some sort of mod manager is the natural result when you can have multiple mods running concurrently. That's the important detail: multiple mods. Mockups and examples aren't needed. We just need to tell Uber that we all really want to be able to use multiple mods at the same time.