You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I have searched for an existing feature request matching the description.
Feature Description
Not sure if I have some fun confirmation-bias kicking around since I've been working on similar ideas, but recently there seem to be a bunch of requests for modpack/mod integrations with AMP, and not just for Minecraft.
Given each implementation is bespoke (luckily the steam workshop is reusable) and is going to be a bit of a pain to put together both in the backend and the frontend, I feel there should probably be some minor generalizations in the mix.
In my mind I'm thinking of something along the lines of IModProvider and IModpackProvider to define the data-flow side of things, and have that interface auto-generate it's own tab on the frontend. (The hard part obviously being the data-generalization side of things) in short, if I were to make it myself the frontend would be atrocious, and it would be neat if there was just a magic thing that I could implement
Extra note: semantically, server plugins are generally just server-side mods, as they are still modifications to the game. In other words, mod is a better generalized term as opposed to plugin.
Generally assuming each IMod would have:
mod Name
mod Id -- probably preferred method of identification, falling back to the name
mod version
mod authors
photo/thumbnail
resource endpoint, or a callback/closure method in-code
To generalize each IModProvider:
SearchModByName/Id -- a parameter for search predicates of some sort, for providers that specify different platforms/modloaders
DownloadModByName/Id
UpdateModByName/Id
DeleteModByName/Id
DeleteModResourcesByName/Id
And finally, IModPackProvider:
SeachModPackByName/Id
InstallModPackByName/Id
UpdateInstalledModPack -- needs to be gatekept around a few confirmation menus, warning users and insisting on taking backups
DeleteInstalledModpack -- this one would be a bit questionable as to what files to keep/destroy, on the fence
Scheduled updates have been mentioned a few times, but similar to updating a set of mods flat-out, there should probably be some caveats. Checking for updates though I could see as a useful scheduler action.
Maybe if that goes well, that could be incorporated into a really basic modpack/preset management utility in AMP, caching the files globally on the system somehow. (seen it requested a few times for games that require a whackload of storage and users don't want to waste the space installing multiple servers)
I confirm that
Feature Description
Not sure if I have some fun confirmation-bias kicking around since I've been working on similar ideas, but recently there seem to be a bunch of requests for modpack/mod integrations with AMP, and not just for Minecraft.
Given each implementation is bespoke (luckily the steam workshop is reusable) and is going to be a bit of a pain to put together both in the backend and the frontend, I feel there should probably be some minor generalizations in the mix.
In my mind I'm thinking of something along the lines of
IModProvider
andIModpackProvider
to define the data-flow side of things, and have that interface auto-generate it's own tab on the frontend. (The hard part obviously being the data-generalization side of things)in short, if I were to make it myself the frontend would be atrocious, and it would be neat if there was just a magic thing that I could implementExtra note: semantically, server plugins are generally just server-side mods, as they are still modifications to the game. In other words,
mod
is a better generalized term as opposed toplugin
.Generally assuming each
IMod
would have:To generalize each
IModProvider
:And finally,
IModPackProvider
:Scheduled updates have been mentioned a few times, but similar to updating a set of mods flat-out, there should probably be some caveats. Checking for updates though I could see as a useful scheduler action.
Maybe if that goes well, that could be incorporated into a really basic modpack/preset management utility in AMP, caching the files globally on the system somehow. (seen it requested a few times for games that require a whackload of storage and users don't want to waste the space installing multiple servers)
Related issues:
Factorio:
Modrinth/CurseForge:
Spigot:
Steam Workshop:
Thunderstore:
Scheduling:
The text was updated successfully, but these errors were encountered: