Linked/Embedded/Modular Modpacks #231
Replies: 6 comments 13 replies
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I was thinking of kind of the same thing. One thing to take into account though:Let's say a user installs 10 packs that depend on pack "A". Then you'd have 10 installations of the same base pack plus the sub-pack specific mods / configuration / content / etc. A second thing to consider would be:What if a sub-pack depends on an old version from the parent pack?
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Having pack dependencies like this (some kind of inheritance) is an interesting idea. Unfortunately I can also see this being expensive on resources to keep, and making modpacks more difficult to review as each child pack would likely have to be reviewed separately.
Hiding the "base" packs would be a bad idea in my opinion, they should be available on their own alongside the child packs which contain additional/replacement content or features. Your next point ("There should be a way to disable mods/resource packs/etc from children packs.") supports this flow, as child packs could remove incompatible mods from the base pack if needed.
I believe this problem is better solved by simply including both resource packs in the main pack. This gives both options without ending up with multiple instances, which would allow the player to switch without having to move save data over. In packs where the style changes require mods, however, this is fine. From the standpoint of the server, having pack dependencies raises the question of how they should be represented in Finally, how in the world are we even supposed to create these things!? The only good way I can think of is to have something like a Dockerfile where you can specify parent packs and what modifications to make and have a tool to "compile" them into a finished pack. The Modrinth app could be made to support packs that inherit from one base pack, but if the feature were to support having multiple base packs things could get messy there would have to support combining packs. And then, when those packs have conflicts (two mods with the same version, two overrides with the same path, etc.), which one should prevail? Should it be up to the user? When there are two config files, should they be merged? Is that too much to ask? Would a normal user even understand how pack inheritance is supposed to work? Just some guy on the internet's view on this. I've never contributed to Modrinth so I have no knowing of how difficult this would really be to implement. |
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In my opinion, this is extremely complicated for a very niche use case. It'd require a lot of development work on Modrinth's end, all the launchers that support Modrinth, and makes making modpacks way more complicated. Ultimately, mrpack is just a distribution format that defines a pre-configured instance. This sounds like a modpack creation toolchain you could build which could export to mrpack. |
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I think that if this is discussed and thought through, it could be an awesome, neat, and extremely used & useful feature. Drop your thoughts/suggestions here! :) P.S.: I'd be happy to code this in myself (or at least a part of this)! |
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What about having the ability to add modpacks to a modpack in the same way as mods? This would allow for a similar functionality as what is described in this thread. You first create the Core pack and then you create the Medieval pack and add the Core pack to it, plus any other medieval specific mods and texture packs you want. From my PoV this would make reviewing modpacks easier, as if the Core pack is already approved, you dont have to inspect any of its mods to review Medieval, just the extra ones. In this model it doesn't make sense to modify anything included by the Core pack when you are editing the Medieval pack because it is treated as a unit included in the modpack. To build modpacks like this in the launcher, you simply add modpacks to the modpack in the same way you would add mods. |
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I think .mrpack v2 getting some bespoke support for modular modpacks would be great. The idea would be to be able to make small packs and use them as Rust traits (i.e. instead of having to manually include all the optimization mods manually in every modpack, just include a small pack of compatible optimization mods). In turn, these modular modpacks (and mods themselves) could make use of some oredictionary-like feature applied for modding, where developers can tag their mods or modpacks with a list of traits, or subsystems they provide (imagine a mod provides a hunger overhaul subsystem; it would make no sense to combine it with another hunger overhaul system, so they could be mutually soft-exclusive). In case of redundant providers inside of a modpack, the user could be prompted with a wizard to configure the provider to use. This providers system could solve the Nvidium/Rubidium dichotomy presented in the OP, as both provide the Sodium trait/subsystem. There is also no need to make a complicated tree if it is all done horizontally or as layers. |
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Linked Modpacks
The idea:
I propose implementing a modular system for modpacks, enabling users to create and manage (similar) modpacks more flexibly and efficiently.
Explanation:
Example uses:
With modular modpacks, I'd do this by having a base modpack that focuses on mods and global resource packs, and 2 dependant modpacks, which inherit the base one, but add rustic/modern resource packs. Something to add here is there should be a way to make the base modpack private/unavailable to play as-is. So for this example, people couldn't play the base one, without any custom styles.
Other needed sub-features:
Diagrams
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