remyroy / CDDA-Game-Launcher

A Cataclysm: Dark Days Ahead launcher with additional features
MIT License
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Included Mods & Their Issues #540

Open Mom-Bun opened 3 years ago

Mom-Bun commented 3 years ago

Is your feature request related to a problem? Please describe. Currently the launcher comes pre-packaged with a list of out of repo mods, which is pretty useful; however the main issue is that due to the development cycle of C:DDA and its experimental and how development of out of repos mods work, they will inevitably and always go out of date; cause issues, and errors, and confuse new players, as most new players usually try to use the launcher instead of compiling or something else

Right now the launcher includes 45~ mods

Out of these mods, 7 are dropbox links, 1 is a mega link, 5 are google links, and 2 is mediafire; and inevitably links like these are unreliable and usually go out of sync

Out of these, all of these are out of date already:

This isn't beginning to address the several github ones as well; but just from glancing down the non-github links, I have removed 15 mods that no longer work or are inapplicable to the game.

Describe the solution you'd like I believe the correct solution here is to cut out the old mods that are no longer applicable and are out of date, however this does not solve the bit rot issue. It is easy to look over what mods are included here, and removed them and say that is done; it is hard to do it again, it is harder to keep it up to date with the rate of experimental as it is a timesink.

What would be the preferable solution here that would work well is to aim to sync the out of repo mods with stable by directing to a frozen "stable release" on the github or downloading the build of the mod that works with the current stable, putting them into a direct download link, and storing them as that, labeling them as being intended for current stable (In this case since 0.F is soon, it would be 0.F stable)

So players that would want to play with mods with the launcher can easily switch to stable and download the mods, and if they want to do experimental they can avoid out of repo mods, or follow the link to the github provided by the launcher to download it themselves if they wish to take that risk; and this would avoid the timesink for maintaining the mods in launcher as it would only need to be addressed every stable cycle which is around 6~ months.

Describe alternatives you've considered Foregoing the stable solution and just cutting out the out of date mods, however this does not address the underlying issue of why the mods got out of date in the first place.

Additional context

  1. I would like to do this as I am fine doing the work, I am mainly making this issue as a feature request to get opinions and thoughts on my proposed solution for this.
  2. This is outside my coding ability for now, but the UI for mods might need to be addressed to make it clear that these are out of repo mods, and not guaranteed to have polish and to use at your own risk.
AcidAntOnAMinefield commented 3 years ago

I have to add that the "Removes Nether Creatures" mod actually doesn't work at all. I've had it in several worlds and I still keep seeing Mi-Gos, Krecks, Shoggoths and pretty much every single creature related to that "group". (Including the "start-up" errors that pop up every time I open the game).

It would be nice to actually have an official "blacklist" of sorts for players who don't want specific categories of monsters, because most of the blacklist mods don't seem to work anymore. No Fungi, No Nether, No Acid Ants, No X, No Y, etc.

Mom-Bun commented 3 years ago

I have to add that the "Removes Nether Creatures" mod actually doesn't work at all. I've had it in several worlds and I still keep seeing Mi-Gos, Krecks, Shoggoths and pretty much every single creature related to that "group". (Including the "start-up" errors that pop up every time I open the game).

It would be nice to actually have an official "blacklist" of sorts for players who don't want specific categories of monsters, because most of the blacklist mods don't seem to work anymore. No Fungi, No Nether, No Acid Ants, No X, No Y, etc.

An "official" blacklist is unlikely; the only reason No Fungi currently is in game is that the devs are unhappy with its implementation as it genuinely does mess with the game, and it'll potentially be removed in the future once fungi have been re-worked

However this does make sense; its been last updated since several years ago, so I'm not surprised it has several start up errors and doesn't work.

remyroy commented 3 years ago

I think removing those mods listed would be a good start.

Linking mods with a stable version would be better I think. Adding the link information would not be too hard, but maintaining that information could be. We have a seperate file that contains all the mods info in mods.json. It should not be too hard to modify if you want to take a look.

Mom-Bun commented 3 years ago

I think removing those mods listed would be a good start.

Linking mods with a stable version would be better I think. Adding the link information would not be too hard, but maintaining that information could be. We have a seperate file that contains all the mods info in mods.json. It should not be too hard to modify if you want to take a look.

That works, and yeah it is what seemed better to me as well. I'll go take a look, and try tackling this later once 0.F hits, would be silly to aim for a "stable" for 0.E if 0.F is just around the corner, haha

Thank you!

remyroy commented 3 years ago

Outdated mods have been removed with 3fb1a6a240330a81a32545a3ccc2ed02a9d6e433

Mom-Bun commented 3 years ago

Outdated mods have been removed with 3fb1a6a

Oh that rules! Thank you!

I still want to take a look at the other mods, and get into working with a more long-term stability for mods, but still waiting for 0.F myself, haha