[0.4.7] Mod System

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[0.4.7] Mod System

by PilzAdam » Tue May 21, 2013 21:55

Hello everyone!
The mod system has changed a bit. User installed mods are not per game anymore. Install them in:
Code: Select all
$path_user/mods

For windows builds and run_in_place linux version that is:
Code: Select all
<your_minetest_folder>/mods/

and for globally installed linux versions (create if needed):
Code: Select all
~/.minetest/mods/


The mods are enabled per world (disabled by default to not screw up already existing worlds). So, if you install a mod you need to go to the "Configure" window for the world in the singleplayer tab and enable it there, or, write this to world.mt:
Code: Select all
load_mod_<modname> = true


This system will be used in 0.4.7, so if you update make sure to move all your mods from mods/<minetest, survival, build, whatever gameid>/ to mods/

Games are not affected by this change.
Last edited by PilzAdam on Wed May 22, 2013 10:44, edited 1 time in total.
 

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by qznc » Wed May 22, 2013 07:20

PilzAdam wrote:Hello everyone!
Mods are not installed per game anymore.
[...]
Games are not affected by this change.


This sounds incoherent.

My interpretation:

  • Games behave and are written as before. Hence they include their own mods and these are always active.
  • Mods outside of games are disabled by default, but can be enabled via menu at world creation.
  • Worlds remember their mods, so reentering a world activates mods as before.

Can you disable mods of a game at world creation? E.g. start a HungryGame without the drowning mod.
 

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by PilzAdam » Wed May 22, 2013 10:46

qznc wrote:
PilzAdam wrote:Hello everyone!
Mods are not installed per game anymore.
[...]
Games are not affected by this change.


This sounds incoherent.

My interpretation:

  • Games behave and are written as before. Hence they include their own mods and these are always active.
  • Mods outside of games are disabled by default, but can be enabled via menu at world creation.
  • Worlds remember their mods, so reentering a world activates mods as before.

Can you disable mods of a game at world creation? E.g. start a HungryGame without the drowning mod.

Sorry for the confusion, I changed the sentence a bit:
PilzAdam wrote:User installed mods are not per game anymore.

I hope that makes it a bit more clear.

Your interpretation is correct.

You cant disable a mod of a game (e.g. you cant use minetest_game without the "wool" mod).
 

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by PilzAdam » Wed May 22, 2013 17:39

Hybrid Dog wrote:Why don't work worldmods now?

Worldmods (i.e. mods in the worldmods/ folder in the world) are not affected by this.
 

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by PilzAdam » Wed May 22, 2013 17:56

Hybrid Dog wrote:but since luahud the "/" is marked when I press / to say a command

I had that too, but its gone for some reason.
 

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by VanessaE » Wed May 22, 2013 18:13

Pressing "/" and having the dialog come up with that "/" highlighted has been a bug for a long while now - it comes and goes, with no apparent pattern.
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by rubenwardy » Thu May 23, 2013 09:54

Nice.

Originally I though this was the case until survival and build was introduced, and i discovered it.

It is much better this way.
 

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by sdzen » Sat May 25, 2013 18:45

they should be both per game and global, IE the old system goes over the new one? I complained about this in the original pull request. Glad to see I was ignored in my worries
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by jojoa1997 » Sat May 25, 2013 21:23

sdzen wrote:they should be both per game and global, IE the old system goes over the new one? I complained about this in the original pull request. Glad to see I was ignored in my worries
I agree. I fought for this in irc but they don't want to. My suggestion is adding another folder in the mods folder for it. Like mods/world/mod here and mods/game/gameid/mods here. It is good to see one person sharing my idea. With the mod manager get rid of the add on thingy and ,make
-per world
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by onpon4 » Sat May 25, 2013 22:20

Well, this would be very nice if there is a graphical interface within the game for easily toggling what mods are being used, rather than having to move them all over the place. Just make sure it's easy to enable them all; I tend to use 60+ mods, and it would be tedious to have to go through and click 60 checkboxes or type 60 parameters into a config file.
 

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by Evergreen » Sat May 25, 2013 22:32

onpon4 wrote:Well, this would be very nice if there is a graphical interface within the game for easily toggling what mods are being used, rather than having to move them all over the place. Just make sure it's easy to enable them all; I tend to use 60+ mods, and it would be tedious to have to go through and click 60 checkboxes or type 60 parameters into a config file.

They have a mod interface in the configuration tab for specific worlds.
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by sdzen » Sun May 26, 2013 11:26

anyone find out how to enable and disable the mods via the cmd?
I haven't and unlike some people the gui isn't my first choice to start up minetest. :)

edit: I know the other way but honestly.... it sucks.
Last edited by sdzen on Sun May 26, 2013 11:28, edited 1 time in total.
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by PilzAdam » Sun May 26, 2013 11:28

sdzen wrote:anyone find out how to enable and disable the mods via the cmd?
I haven't and unlike some people the gui isn't my first choice to start up minetest. :)

Code: Select all
echo "load_mod_<modname> = <true/false>" >> worlds/<worldname>/world.mt

or
Code: Select all
vim worlds/<worldname>/world.mt

after each startup all missing mods are written with false into the file.
Last edited by PilzAdam on Sun May 26, 2013 11:28, edited 1 time in total.
 

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by prestidigitator » Thu May 30, 2013 00:09

PilzAdam wrote:You cant disable a mod of a game (e.g. you cant use minetest_game without the "wool" mod).


Why not allow the same setting for mods in the world's game directory, but default the game mods to "true" if the setting isn't present? This would allow users to add "load_mod_wool = false" to the world.mt file explicitly for a world using the "minetest"/minetest_game game type, but would not affect the current default behavior.
Last edited by prestidigitator on Thu May 30, 2013 00:10, edited 1 time in total.
 

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by PilzAdam » Thu May 30, 2013 11:15

prestidigitator wrote:
PilzAdam wrote:You cant disable a mod of a game (e.g. you cant use minetest_game without the "wool" mod).


Why not allow the same setting for mods in the world's game directory, but default the game mods to "true" if the setting isn't present? This would allow users to add "load_mod_wool = false" to the world.mt file explicitly for a world using the "minetest"/minetest_game game type, but would not affect the current default behavior.

Games shouldnt be modified by users. The game creator should take care that the game is playable and that everything works.
 

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by tinoesroho » Thu May 30, 2013 15:58

Games shouldn't be modified. If they are, they're no longer that game- they are a fork. :-(
We are what we create.

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by Stefek » Fri May 31, 2013 13:52

Does this have to be so complicated? I put set of mods in loads of directories and none so far are working.
So please, can someone explain to us nonprogramers how this damn mods working. There are mods directory in main foder, but it is not working so please help..
 

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by Jonathan » Fri May 31, 2013 16:51

PilzAdam wrote:
prestidigitator wrote:
PilzAdam wrote:You cant disable a mod of a game (e.g. you cant use minetest_game without the "wool" mod).


Why not allow the same setting for mods in the world's game directory, but default the game mods to "true" if the setting isn't present? This would allow users to add "load_mod_wool = false" to the world.mt file explicitly for a world using the "minetest"/minetest_game game type, but would not affect the current default behavior.

Games shouldnt be modified by users. The game creator should take care that the game is playable and that everything works.


I personally would like the ability to turn on/off mods that are part of the game, which should not be a big deal if the depends.txt files are correct. For instance, I would like to turn the bones mod off.

@Stefek:
After you put the mod folder in the mod directory, in the latest build you have to enable the mods by configuring the map you create (configure button is in the main menu). They are off by default.
Last edited by Jonathan on Fri May 31, 2013 16:55, edited 1 time in total.
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by PilzAdam » Fri May 31, 2013 18:22

Stefek wrote:Does this have to be so complicated? I put set of mods in loads of directories and none so far are working.
So please, can someone explain to us nonprogramers how this damn mods working. There are mods directory in main foder, but it is not working so please help..

This is not complicated at all. You just need to read the second part of the first post:
PilzAdam wrote:The mods are enabled per world (disabled by default to not screw up already existing worlds). So, if you install a mod you need to go to the "Configure" window for the world in the singleplayer tab and enable it there, or, write this to world.mt:
Code: Select all
load_mod_<modname> = true
 

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by wtebmaster » Wed Jun 05, 2013 21:41

So world.mt being the file that is in minetest folder/worlds/world, correct?

Also with the configure tab, the only thing that shows up is "Add-Ons". I click that and save. When I load the game no mods are loaded.

I also tried opening world.mt and putting in "load_mod_modname = true". But when I did the configure thing I talked about above, Minetest would delete that.

What the heck is going on?
 

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by PilzAdam » Wed Jun 05, 2013 22:35

wtebmaster wrote:So world.mt being the file that is in minetest folder/worlds/world, correct?

Also with the configure tab, the only thing that shows up is "Add-Ons". I click that and save. When I load the game no mods are loaded.

I also tried opening world.mt and putting in "load_mod_modname = true". But when I did the configure thing I talked about above, Minetest would delete that.

What the heck is going on?

It should should list all the mods under "Add-Ons", you probably have none in your mods folder.
 

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by sdzen » Wed Jun 12, 2013 14:54

PilzAdam wrote:
Stefek wrote:Does this have to be so complicated? I put set of mods in loads of directories and none so far are working.
So please, can someone explain to us nonprogramers how this damn mods working. There are mods directory in main foder, but it is not working so please help..

This is not complicated at all. You just need to read the second part of the first post:
PilzAdam wrote:The mods are enabled per world (disabled by default to not screw up already existing worlds). So, if you install a mod you need to go to the "Configure" window for the world in the singleplayer tab and enable it there, or, write this to world.mt:
Code: Select all
load_mod_<modname> = true


So, why arent they enabled by default?
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by Inocudom » Wed Jun 12, 2013 15:17

Two buttons known as Enable All and Disable All are in the Map Configuration menu. Different game types may need their own mod folders (with nothing being changed concerning minetest_game,) but the basic idea is better than what past ideas offered.
 

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by Dan Duncombe » Sat Jun 22, 2013 16:46

I personally love the new system. I like being able to seperately mod each world.
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