[FEATURE] Allow ModMetadata to have an id field#330
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Starexify wants to merge 1 commit intoFunkinCrew:experimentalfrom
Open
[FEATURE] Allow ModMetadata to have an id field#330Starexify wants to merge 1 commit intoFunkinCrew:experimentalfrom
id field#330Starexify wants to merge 1 commit intoFunkinCrew:experimentalfrom
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…o the mod's folder name.
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Will mention in comments that #37 should benefit from a better modId system like this if the assets will be inside |
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This PR adds aims to replace the mod ID system to allow custom IDs for mods instead.
It won't break mods that don't have an
idfield in their metadata, nor their dependencies, because if the id is empty it will default to the directory name like it was in the old behavior.Important
If this PR is accepted, games like Friday Night Funkin' that use the polymod framework should change from
meta.idtometa.dirNamewhen loading mods.Old Problem
With the old system mods could ship zips with different names other than the dependency name other mods are using, for example if the dependent mod's metadata had:
{ "dependencies": { "Mod": "0.0.0" } }Polymod would check for the folder name
Mod, but a user, the modder or some platform could ship the mod folder name differently likeMod-mainorMod-b010349instead inside the archive, and some people extract archives without the archive's name and then need to create one for the mod and then extract the contents there.New Problem
A mod id can be used between multiple mods, so a conflict check should be added in the environment that loads mods. But the chance of that happening is very low.