Sending Server mods #15


  • Enhancment
  • Accepted
Open
Assigned to _ForgeUser2623578
  • _ForgeUser6572577 created this issue Jun 13, 2013

    As it stands, only client based mods can be uploaded to the player.  The server based mods are detected and managed by Forge.

    I know this may not ever happen by what you've said in the past, but if possible, this would be great.

    Possibly disable Forge's mod detection (via Perm node) and have FLockClient manage and upload?

  • _ForgeUser6572577 added the tags New Enhancment Jun 13, 2013
  • _ForgeUser2623578 removed a tag New Jun 19, 2013
  • _ForgeUser2623578 added a tag Accepted Jun 19, 2013
  • _ForgeUser2623578 posted a comment Jun 19, 2013

    That is tricky. I tried several diferents ways to intercept the mod list sent by the server but it has been proven to be very dificult and the forge obfuscation only makes it harder.

    But there is an alternative using a fixed direct link to a folder where the mod files are located like this:

    http://somesite.com/somedirOrNot/mod1.jar http://somesite.com/somedirOrNot/mod2.jar

    where the http://somesite.com/somedirOrNot/ is always the same for all mods.

    Let me know if this will be usefull somehow :)

  • _ForgeUser6572577 posted a comment Jun 20, 2013

    Ok, cool.

    But where do I specify this "direct link" at? Are you talking about the "External Links" that you implemented a while back?

    And again, I know I'm a pain, but... i'm just making suggestions on making it a better mod!

  • _ForgeUser6572577 posted a comment Jun 24, 2013

    Now that I've had some time to think about what you were asking, im not sure this will work.

    Here is the whole reason for providing a link. A mod author sometime will NOT approve of his mod being distributed, but he is ok with his mod being automatically downloaded by the "player".

    If I were to do what you said below, then I am distributing the file and thus, violating the license. But, if I were to provide a link to where THE AUTHOR is hosting the file, and have the "player" download it via automated methods, then its acceptable.

    So would it be too hard to say that while at the title screen, check that external.txt file, and if the client does not have it in the /mods folder, then to simply download it from the link and put it into the designated folder? Is it absolutely necessary to be in game before a download can take place?

    'preciate it.

  • _ForgeUser6572577 posted a comment Jul 3, 2013

    You can close this as this is not a necessity.

    Thanks!


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