resonite-modding-group / ResoniteModLoader

A mod loader for Resonite
https://discord.gg/ZMRyQ8bryN
GNU Lesser General Public License v3.0
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Disallow loading into worlds tagged "nomods" #18

Open 3x1t-5tyl3 opened 6 days ago

3x1t-5tyl3 commented 6 days ago

Basically boils down to: I don't use mods. Others do They're improperly coded and cause me to crash. I'd like to tag my hosted session to either disallow the loading of mods or joining.

Or both with a setting. (ergo differrent tags -> nomodsload, nomodsjoin)

Or some way for me as a vanilla user to not crash due to an imporper mod's configuration, coding or otherwise.

Edit: To be clear it is not my responsibility as a vanilla user to make sure modded users cause me to crash or to find the bugs associated with that. It is strictly on the mods and the modloader to make sure this doesn't happen.

Same issue on ML: https://github.com/MonkeyModdingTroop/MonkeyLoader/issues/51

Banane9 commented 4 days ago

We have outlined some thoughts on this and what we could do in the MonkeyLoader issue. If there is desire to support such a feature on the RML side, we should agree on tags, otherwise we will decide on some should we implement it.

XDelta commented 4 days ago

Mods shouldn't be causing crashes for others (generally just the user of the mod) although they may help expose cases that cause the vanilla game to crash anyway as it'd need to do something networked. I'd be hesitant to introduce this as it would kinda need to be all or nothing additionally 'disabling' mods for a given session would be fairly tricky and would require a mod to support that. There is also going to be argument for mods that are for accessibility, hardware/software support, optimization, etc. The only real way to be sure would be stopping the join regardless of the type and that would just invite a mod to work around it.

3x1t-5tyl3 commented 4 days ago

Mods shouldn't be causing crashes for others (generally just the user of the mod) although they may help expose cases that cause the vanilla game to crash anyway as it'd need to do something networked. I'd be hesitant to introduce this as it would kinda need to be all or nothing additionally 'disabling' mods for a given session would be fairly tricky and would require a mod to support that. There is also going to be argument for mods that are for accessibility, hardware/software support, optimization, etc. The only real way to be sure would be stopping the join regardless of the type and that would just invite a mod to work around it.

They shouldn't be but are causing them nontheless. I reiterate that this shouldn't be my concern. But it has become my concern as of recent as a vanilla user. This is a proposed solution to that problem.

I wish for mods to be stable and not cause me issues but short of reporting modded users who crash me (willfully or not) this is the only other option I could think of.

If modding was more stable I'd use it myself even but as I already mentioned and the mods mention themselves they are not stable. Cause crashes and just because a mod reveals a vanilla crash doesn't mean it shouldn't be avoided.

As far as accessability and optimisations go: Sure you can argue for it but what of it? Mods are supposed to be clientside only but plenty of them change my behaviour too. That is problematic regardless of what it is used for.