Closed antydoom closed 9 years ago
I have been thinking about this for a while. I suppose I could search for each of the folder names in the GamaData dir on KerbalStuff and Curse, then ask the user for confirmation.
not sure if i am able to label but i should think this would be a possibility and enhancement
hmmm i wonder if this could be linked into how tinkertime updates.
I get the feeling this would cause a good amount of conflicts (Take firespitter for example) with mods that come "packaged" in others. It may be better to wait for (or create) a file format that mod authors can include in their mods that provides data about it, and hope people start using it. Other systems (i.e. Kerbal Stuff) could also benefit from this, so I believe it has a chance.
Yes, the creator of KerbalStuff has been discussing a mod manifest with me. I don't know if it will show up any time soon, though.
Yes, if a mod includes the stripped-down firespitter, Tinker Time would detect it, and download the full version. Then, updating the two mods would cause issues.
i had to get rid of firespitter and proc wings because they don't play well with other mods. and a mod manifest would be great in the community and i understand ape, people just take a copy of the firespitter dll and gut it for their own purposes which really gets annoying sometimes.
A lot of linux distros solve the firespitter type problem by breaking foo into foo and foo-lib. Anyhting that needs foo-lib lists that as a dependency, including foo. So if you have foo installed, it doesn't try to install the lib twice.
No idea if we could get mod authors to do that though..
Edit: In fact, I'd recommend to look at one of apt/dpkg, rpm/yum, or homebrew when considering any system for distributing mods. It is a very similar set of problems.
Probably not since some mod authors aren't skilled in UNIX software, its that three-way split again between mac, Linux and windows. as far on windows not only do you have to make a script manually to show dependencies you also have to match structure etc. in order for them to work, or at least that's what i think has to happen. im not much of a programmer just someone who likes watching and or providing ideas.
Having TinkerTIme auto-detect mods already installed would be extremely helpful. so i don't have to crawl the web to re install all of the mods.
Edit: especially after running a new version of tinkertime.