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The Mod Manager needs an update. please. #3022

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tot121212 opened this issue Aug 9, 2023 · 10 comments
Open

The Mod Manager needs an update. please. #3022

tot121212 opened this issue Aug 9, 2023 · 10 comments

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@tot121212
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Is your feature request related to a problem? Please describe.
I have serious issues with the mod manager in place currently.

Describe the solution you'd like
1 - A better description section for more vivid summary of mods (I don't want to have to go in-game and find the github link to the description of the mod, please).

2 - The ability to see a list of all of your currently installed mods (Manage active mods is not good enough, either change it or make a separate menu), similar to the system in place to find mods on the mod downloading list and of course the one in game.

3 - A mod compatibility section for developers to put incompatible mods into (This should have hyperlinks with the names of the mods). Also, a system for players to elect incompatible mods (with date of election, to protect against misinformation about whether it was patched or not) and have it show up on a separate list saying "Players have found that these mods are incompatible with "Name of Mod": mod1, mod2, mod3" as well as a thumbs up/thumbs down system for players agree with a persons findings or disagree. This would help greatly with confusion about compatibility.

4 - Date updated and Date uploaded as well as a previous-update list with changelogs. Self explanatory

Thanks for reading, that is all.

@MrRowey
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MrRowey commented Aug 9, 2023

what you're asking for 3 is down the mod developer not Faf. for 3, the mod developer can specify which mods will not work alongside it.

@tot121212
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tot121212 commented Aug 9, 2023

not well from what ive seen, im talking about setting up a modular system for linking the mods.

@tot121212 tot121212 reopened this Aug 9, 2023
@Sheikah45
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4 is already present in the mod vault. And 1 is done by the mod developer not the client

@tot121212
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4 is already present in the mod vault. And 1 is done by the mod developer not the client

For 4 -
Who thought it was a good idea to put it at the bottom instead of the giant empty space at the top? Legitimately didn't see it because of that.

image

Look at all that empty space

image

You could easily condense this down into the top right corner.

For 1 -
image

In my perception, there doesn't seem to be a lot of space for the description. If people were able to describe it more there would be clear evidence of that; The fact I haven't seen a single mod with a large description seems to not be a coincidence.

Also, unrelated. The review system seems to be broken and shows reviews from other mods overlayed onto all other mods. I have to restart the entire launcher to fix.

@tot121212 tot121212 reopened this Aug 10, 2023
@tot121212
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259578672-99d53d6e-cd5a-4acb-8387-ec0bea1c7b1b
Made an example for you

@tot121212
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259578672-99d53d6e-cd5a-4acb-8387-ec0bea1c7b1b
Added a more details button which would have a more detailed description.

@tot121212
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tot121212 commented Aug 10, 2023

Also, unrelated. The review system seems to be broken and shows reviews from other mods overlayed onto all other mods. I have to restart the entire launcher to fix.

This only happens sometimes, oddly.

@gordenwunderlich
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what you're asking for 3 is down the mod developer not Faf. for 3, the mod developer can specify which mods will not work alongside it.
And 1 is done by the mod developer not the client

The thing is those things are already done by some mod developers, but it's just not visible in the mod manager
image
An URL is often given in the mod_info.lua but it's just not displayed in the vault
Some mods also list their conflicts and requirements
image
image
But none of this is shown in the vault (this is a bit more complex, as you'd need to find the mod corresponding to the id)
Also having those shown encourages other mod authors to do the same. (Why would you list all this info, when nobody can see it anyway, without looking into your "code")

I think requirements and conflicts is more of a gimmick, as most mods don't have any (or they weren't known by the time the mod was last updated), but having the link to the mod page listed in the vault would be pretty big, because currently when I see a mod in the vault I need to google it to see if there is some forum post or other website, that tells me what this mod exactly does. You also don't need more description in the vault if you just link to the website. No need to force mod developers to keep 2 texts up to date.

@Brutus5000
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Loading information from an uploaded mod is cumbersome because it cannot be updated afterwards, while the rest of the world is changing. So assume your mod requires or conflicts with Mod A version 1, that does not show up for Mod A version 2. And updating this would require uploading a new version, which can end up in endless cycles.
This partially applies to anything in the lua file such as links to the git repo etc. but these are probably less frequently updated.

Also this information is only in mod files right now, so the client could only show it for downloaded things. So adding it is not just a client task but a larger task affecting database and api.
Actually somebody added a link to the mod database table already but there is no way to set/update/read it on upload right now.
I'm not opposed to have it, but don't see anybody doing that right now as we have a bunch of more important things (with mod related: enforcing correct licensing of mods which sort of touches the same problem).

@tot121212
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tot121212 commented Aug 10, 2023

For number 1: Easier way would be just copy the mod page link (everytime its uploaded/updated) inside of the mod itself and display that link or embed it onto the mod vault (or a seperate page on the mod vault). Also, maybe the github link too.

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