Identify Server-Side-Only Capable Mods #9

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opened 2023-02-02 15:04:55 +00:00 by gunghogeoduck · 1 comment

Certain mods can still function in multiplayer for all participants if the mod is only hosted on the server and not installed on clients.
It would be nice to have an indicator within the manager to identify these mods so that server admins can accurately list dependencies to players.
In the CLI version, this could be done by adding a symbol to the "list" command.

Server-side mods can be identified by mod folders containing only a ModInfo.xml file and a "Config" directory, though sometimes a compatible mod will contain an inert .txt/.md file for ReadMe purposes.

Certain mods can still function in multiplayer for all participants if the mod is only hosted on the server and not installed on clients. It would be nice to have an indicator within the manager to identify these mods so that server admins can accurately list dependencies to players. In the CLI version, this could be done by adding a symbol to the "list" command. Server-side mods can be identified by mod folders containing only a ModInfo.xml file and a "Config" directory, though sometimes a compatible mod will contain an inert .txt/.md file for ReadMe purposes.
gunghogeoduck added the
enhancement
GUI
CLI
labels 2023-02-02 15:04:55 +00:00
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Mods containing only .xml, .txt, and .md files are now considered "server side" mods. In the CLI (via list command), these are now displayed with a $ at the end. A "Serverside" column has also been added to the GUI. Finally, all server side mods can be enabled or disabled at once with the -s option.

Mods containing only `.xml`, `.txt`, and `.md` files are now considered "server side" mods. In the CLI (via `list` command), these are now displayed with a `$` at the end. A "Serverside" column has also been added to the GUI. Finally, all server side mods can be enabled or disabled at once with the `-s` option.
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Reference: Cheese-water/seven-mods#9
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