#Updating Versions
86 messages · Page 1 of 1 (latest)
the mod launcher is supposed to handle this stuff >_<
Just putting my 2 cents in that making sure everyone is installing a FRESH copy of the update helps eliminate some of the troubleshooting
Some people dont use mod launcher though
ya
but those people are probably in this discord ;)
because the repo link isnt visible anywhere else.. unless theres a button on the mod launcher somewhere
in any case you're right.. ill just have to mention it in announcements or something
Not necessarily, I have clients in my discord that havent joined here because they dont have an invite link.
They dont have the attention span to see it on the Main menu of the game.. 😂
See. what i mean, i didnt even notice you had an invite link channel!!! 🤣
Which one was applied?
well..
technically both
but the former doesnt even matter because the latter was done
if that makes sense
like modlets were added to the whitelist at first for server hosts, but then we ended up just making it ignore dedicated servers
So I had a brain fart about this...
I really like the idea of the .ModAgent on the server...
.ModAgent on the server overrides client .ModAgent correct?
Either way the .dll has the final say
yeah
but i feel like you are going somewhere with this
that maybe isn't facilitated by modagent as it is now
So if it is installed on both client and server. Client cant edit the loading order
well they cant now because i removed the load order business because i didn't want to have two different load order systems going on for server and client
well, dedi and client
Which means they cant add any Mod that would allow cheats to be loaded, see where im going with this?
ooo yeah ok
hmm but i guess.. the system as it is now only uses mod names
all they would have to do
is drop a cheat dll into one of the whitelisted folders
So... the .ModAgent you made for us the other day, Im going to keep that one
and it would load
you got me a bit interested into making a more robust mod anticheat thing outta this
interested in*
Good! Because cheaters in a Server SUCK!!
wouldnt be aynthing crazy, just like server could have a whitelist with hashes and it'd request the hashes of the mods from client modagent and check them
and if no matchy, goodbye client
ive only ever heard stories
the funniest one was one where someone changed all grass blocks into mines
Wow that is really funny tbh 😂
ikr haha
altho grass is a regular block and mines are block entities
so i have a feeling it would have shat on performance in a big way
anyway if i do expand on modagent like this, is it ok if i poke you to give it a test run?
Curious... does the client need the .ModAgent file at all? ServerSide should control no matter what?
Maybe not...
that would be very nice though if the server could just get all the assembly info without modagent
All the Management mods Allocs, Server Tools, CSMM dont have to be on the client side
yea I know the game can do server only mods, like my path smoothing mod is server side
you just gotta dig around in the code and figure out whether what you wanna do can work that way i guess
/digging
Well keep me posted on what you get figured out for .ModAgent, im going to get my server updated.
Oh im going to DM you a link, Im going to be testing another Admin Server Manager out. Might see if you can make me a specific .ModAgent to include it.
@low belfry see what I mean about mentioning to delete older version before applying newer version? You went back to using "z" in front of these folders, which I think causes these mods to load twice on Servers if the old files are left in there. .ModAgent doesnt know which folders its loading considering its reading the names from the Modinfo.xml
the game actually wont load a mod twice if it has the same name in ModInfo, the issue here is that the other older "Afterlife" folder is loading first because alphanumeric mod load ordering
im hoping this is just a once-off thing from what turned to be a rough foray into managing mod load order
no, but it make load the wrong version of the mod