noliVe wrote:im sorry i dont get it ;D .. my understanding tells me
- you speak about different locations for downloading a mod!?
Generally yes. But that is only one aspect.
First I think you need to understand, what a software repository is:
https://en.wikipedia.org/wiki/Software_repository
if so, why care about that in the first place. i dont understand.
we have the mod-portal and the game itself is able to check on changes in the mod itself
so while checking it could compare the mod like someone else told us already.
I take a simple example, that should be understood by everybody:
You just upgraded the mods in your mods-folder (automatic function in Factorio) and now you want to play on your favorite game-server.
But that's not working: The game-server uses an old version of the mod.
Now, normally, it is easy: Tell the admin of the server, there is a newer version, he updates it and restarts the game. Finished.
But he tells you: This older version of X is incompatible with mod Y, the newer X not. They wait for an update of X, but until then they keep it. And now?
Well, you need to downgrade by hand or do something stupid.
What instead, if you just could say: Ok, download and install the version of X, that is on that server and use that?
Currently not working: Both mod-versions are saved with the same name. You (or the game) would just overwrite the newer mod version with the older. That bugs you of course, cause in your personal game you use that mod too, and cause you don't use incompatible mod Y you would like to use the newer features of X.
Ok, you can unpack the mods and rename them.
Also not working currently: Factorio will say "Oh, you have two mods with the same name".
You need to tell Factorio somehow, which version of the mod you want to use, BEFORE you want to play. But how should you know that in that moment of starting Factorio, which version is the right? Perhaps mod X is already updated and now again compatible with Y and you can forget about all that stupid stuff?
Ufff, I think I can continue this for a long while.
But I think you understood now a bit better:
This isn't that easy, if you want to do it right.
And what I scratched here is the
top of the iceberg of such issues, that comes out, when you need to use different versions of the same piece of software from different locations.
Successfully the most problems, that are involved with this, are more or less solved. And here we are at the (fanfare sound: tatatataaaaa, some blinking starlight effects)
repositories (*).
so if the modification was manipulated by the hoster, the system loads this specific mod from the hosting computer. downloading the map already works fine
just adding the missing mod and voila. even so the map is prepared for each new connection on players. that why i think its possible to add the mod to the savegamefile. if not tell me where i am wrong at thinking.
It is not always a good idea to include the mod with the savegame. For some super simple mod with no graphics: Yes, but not for 1 GiB mod. For that you want to have such an reporitory-url and in the best case this url will let download you (or better: the game will download) automatically from the nearest/fastest free download-server.
(*) I mean repository here as a concept, not as an implementation idea!