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Add support for PrismMC's .disabled
mods
#34
Comments
.disabled
mods
.disabled
mods
But if the mod has an upgrade could it upgrade the disabled mod (keeping it disabled ofc)? And does PolyMC deal with the disabled mods or are they not loaded by mod loaders? |
Well I guess no, not until the mod got enabled again in polymc. |
Or you could still upgrade it, but keep it disabled. |
I just realised that we would need to find out which mod was disabled, because it might be an old version. This is again the same problem as #17, identifying which mod a file belongs to. Modrinth actually has this functionality but CurseForge doesn't :( |
Hmm, wouldn't it be possible using the current updating method? I believe the current updating method is just comparing filenames. If it's that, couldn't you just first ignore the |
That's what I thought at first. But the problem is that if an old version was disabled, Ferium would just download the new version and end up 'enabling' the mod again :( For example if you had |
Oh I know what you mean! This is quite a nasty problem to solve... |
Oh yeah that's possible but it's not quite convenient because you would disabled the mod in polymc and ferium |
I wonder how other mod managers like PolyMC itself deal with this |
Couldn't you just auto detect a mod with file extension |
Well iirc, I don't think PolyMC has auto upgrading, it's a planned feature in 1.3.0, but it has not been implemented |
Sigh same problem again, how would I know what mod was disabled? Even if I used the filename, it might be an older version, yada yada... |
But it seems to be able to detect which mods are in the mods directory. If I remove a few mods, it doesn't show those mods in the menu. But yeah it can't update them |
Well maybe they just don't store it in another config |
Yup that's what they do. They even parse the mod manifests here. It's C++ though so I don't really understand how they're doing stuff.
That's the problem, it doesn't afaik. I requested it here so go give it an upvote. |
From my rough reading, it seems like they do read into fabric.mod.json and save things from it |
Although it seems like the forge formats are a lot more complicated |
.disabled
mods
Moved to #219 |
Is this fixed? Well now ferium knows which mod is which if you run ferium scan so shouldn't this problem be fixed? |
Currently I'm using ferium witn polymc, and when I'm debugging mods I will often disable mods via polymc. When a mod is disabled, it will add
.disabled
at the end of the mod name. But when I doferium upgrade
, it will automatically "enable" the mod again. I want ferium to not touch.disabled
mods.The text was updated successfully, but these errors were encountered: