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Mod-Directory cli should be separate from mod settings
Posted: Thu Sep 14, 2017 9:28 am
by Everspace
The following option is available to users who want to have different mod settings
Code: Select all
--mod-directory PATH Mod directory to use
However, I personally don't want to have to duplicate all the .zips and other such files in the mods directory for every game I want to play or host on my server. I also don't want to accidentally download things over and over again too.
The game's currently set mods are kept in the files
mod-settings.json and
mod-list.json, could we get cli switches like
Code: Select all
--mod-settings PATH mod-settings.json to use (default --mod-directory)
--mod-list PATH mod-list.json (default --mod-directory)
So that things are more modular? I'm currently trying to fandangle a series of docker containers on the same machine, and this would make it that much lighter between, and easier to change what maps are using what on the fly.
Re: Mod-Directory cli should be separate from mod settings
Posted: Thu Sep 14, 2017 10:38 am
by bobingabout
I think it would be useful to allow multiple mod configurations without multiple installations.
Re: Mod-Directory cli should be separate from mod settings
Posted: Thu Sep 14, 2017 11:48 am
by quyxkh
Having the game additionally look in 'mods.d' in the mods directory, where you could make mods.d a symlink, would seem to be enough here. It could even download mods to mods.d by default. I think Microsoft has finally stopped demanding $100 extra to be able to use symlinks, right?
Right. You don't need the "pro" edition, and you don't have to run as admin.
Re: Mod-Directory cli should be separate from mod settings
Posted: Fri Sep 15, 2017 11:10 am
by bobingabout
Back when multiplayer was first added, I made my mods folder a symlink to a drop box folder, to guarantee that me and a friend had identical mod everything.
Re: Mod-Directory cli should be separate from mod settings
Posted: Fri Sep 15, 2017 11:17 am
by Optera
quyxkh wrote:Having the game additionally look in 'mods.d' in the mods directory, where you could make mods.d a symlink, would seem to be enough here. It could even download mods to mods.d by default. I think Microsoft has finally stopped demanding $100 extra to be able to use symlinks, right?
Right. You don't need the "pro" edition, and you don't have to run as admin.
Symlinks where made available with Vista as command line option mklink.
MSDN - Symlink
The actual NTFS implementation goes back to NTFS 3.0 (win 2000).
Re: Mod-Directory cli should be separate from mod settings
Posted: Fri Sep 15, 2017 4:26 pm
by quyxkh
Optera wrote:quyxkh wrote:Having the game additionally look in 'mods.d' in the mods directory, where you could make mods.d a symlink, would seem to be enough here. It could even download mods to mods.d by default. I think Microsoft has finally stopped demanding $100 extra to be able to use symlinks, right?
Right. You don't need the "pro" edition, and you don't have to run as admin.
Symlinks where made available with Vista as command line option mklink.
MSDN - Symlink
The actual NTFS implementation goes back to NTFS 3.0 (win 2000).
It could easily be that I'm misremembering the "pro"-version requirement, apologies if so.