minetest-mods / 3d_armor

Visible player armor & wielded items for minetest
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Does the move to split the armor types break backward compatiblity? #117

Closed dacmot closed 1 year ago

dacmot commented 1 year ago

We had frozen 3d_armor in WhyNot? just before the armor types got split.

Before we move to the latest, are you aware of any issues with it? In particular, does it cause any kind of problems with existing worlds?

In the PR, SmallJoker had mentioned a possible issue with existing servers. Would that be a problem if the modpack is part of a game like WhyNot, and the server gets updated and restarted?

Thanks!

BuckarooBanzay commented 1 year ago

are you aware of any issues with it? In particular, does it cause any kind of problems with existing worlds?

been using that myself on 2 servers (pandorabox and bananaland) and didn't have any issues migrating (there are automated tests that would catch such issues anyway)

Moreover, we might want to wait a bit if they are going to split the shields as well.

If it were up to me i would separate those parts out into separate mods entirely (with separate git-repos) but i haven't found the time and energy yet to start that discussion :)

dacmot commented 1 year ago

Thanks! I think we can take a closer look at merging this soon. If it ever comes to being split into separate mods, we'll revisit then.

I can understand splitting the API from the armors themselves, but just out of curiosity, what kind of benefits do you see from splitting each armor type into its own mod/repository? Seems to me like a lot of work, which would incidentally generate more work in the future.

As a side note, a few years ago I inherited the armor_addon (now moarmours) set. If you've got some ideas for it, let me know!

Lazerbeak12345 commented 1 year ago

It might decrease dependency on MTG to separate them like so. That's the only thing I can think of.

BuckarooBanzay commented 1 year ago

but just out of curiosity, what kind of benefits do you see from splitting each armor type into its own mod/repository?

mostly the ability to selectively pull in different armors and leave others out, both on the server-operator side (with git) and on the client-side (with content-db) And yes: i'm aware that you can disable mods in a modpack but i never really got warm with that :shrug:

I just really like the separation of core/api and plugins

(closing this, if you have further questions feel free to continue or ping me up on irc/discord :+1: )