eaglerforge / EaglerForgeInjector

A modding API injector for vanilla eaglercraft builds.
https://eaglerforge.github.io/EaglerForgeInjector/
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Idea to load mod meta before client launch/ModAPI fully loaded #7

Closed STPv22 closed 1 month ago

STPv22 commented 1 month ago

The idea is to run mod function when mods would normally load, because of GUI launching before mods load

(() => {
    ModAPI.meta.title("Mod");

    ModAPI.mod(exampleMod); //idk ModAPI.regMod()?

    function exampleMod() {

    }
})();
STPv22 commented 1 month ago

it would complicate mod making a bit, but it would be worth it. at least so you don't have to manually do if (ModAPI.litterallyEverthing != undefined) doModStuff();

STPv22 commented 1 month ago

update, might be better:

ModAPI.registerMod(() => {
var meta  = {
title: "IDFK",
desciption: "yup, words"
}

return meta;
})
ZXMushroom63 commented 1 month ago

There are already too many mods using an older structure, at this point in time a large syntax change such as this is not viable.

STPv22 commented 1 month ago

alr

cire3wastaken commented 1 month ago

There are already too many mods using an older structure, at this point in time a large syntax change such as this is not viable.

how is this not viable? there arent that many mods to be affected and its a beneficial change

STPv22 commented 1 month ago

i mean... i would say all of the examplemods, but its not a big thing to update, and most of them use even listeners...

ZXMushroom63 commented 1 month ago

i mean... i would say all of the examplemods, but its not a big thing to update, and most of them use even listeners...

That and there's also the issue of malicious mods, which would be able to modify the mod manager and prevent their uninstallation. There should be no third-party code allowed to run before the game has already been initialized.

Sorry if I'm coming across as harsh or anything, but I've already spotted a 'mod' that was actually an ip-logger, so it's not going to be an unreasonably assumption

STPv22 commented 1 month ago

i mean... i would say all of the examplemods, but its not a big thing to update, and most of them use even listeners...

That and there's also the issue of malicious mods, which would be able to modify the mod manager and prevent their uninstallation. There should be no third-party code allowed to run before the game has already been initialized.

Sorry if I'm coming across as harsh or anything, but I've already spotted a 'mod' that was actually an ip-logger, so it's not going to be an unreasonably assumption

where?

ZXMushroom63 commented 1 month ago

image there.

the point here is that it is entirely possible to get ip-logged and more from mods, and being able to uninstall the malicious mods without them being loaded is an essential feature.

STPv22 commented 1 month ago

image there.

the point here is that it is entirely possible to get ip-logged and more from mods, and being able to uninstall the malicious mods without them being loaded is an essential feature.

https://www.youtube.com/watch?v=XG-BtJv3UnU 😈

im bouta cook fr

STPv22 commented 1 month ago

also heres my school ip, please fid a way to screw with them 🙏 image

ZXMushroom63 commented 1 month ago

also heres my school ip, please fid a way to screw with them 🙏

you understand that you can get locations from ip addresses, right? like are you sure you want this public

STPv22 commented 1 month ago

also heres my school ip, please fid a way to screw with them 🙏

you understand that you can get locations from ip addresses, right? like are you sure you want this public

yes. its not even my school tbh, its my old one.