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Brandon S

Vintarian
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Everything posted by Brandon S

  1. I do think there's a problem when it comes to storage, storing multiple old versions of mods might not be feasible. So I guess for stuff like that, the modpack might have to link to third party hosting if not using the latest version of the mod, as to only store the latest and the pre-release versions of the mods. So having modpacks be more like a recipe than an actual file.
  2. I just wanted to say that I agree. We don’t necessarily need official modpacks, but since Vintage Story modding is so centralized on VSModDB, it makes sense for the DB to host modpacks just like Modrinth and CurseForge do. On top of that, I think we’d benefit from better instance management in the launcher (I know we don't really have a launcher). I know we technically have that already, but it's manual. Another solution could be world specific mod sets, just like Luanti. With better instance management + modpacks, we could have a pack with a specific set of mods pinned to a specific version, installed to a dedicated game version with its own worlds and config. I’m not sure if this is the direction the devs want to go in, but I think it would make it much easier for modpacks to function as standalone game modes or even games, it would make "overhaul" mods easier, so we'd have stuff like TFC and VintageCraft popping up for VS, and who knows, maybe more games spawning from VS. I wonder if this is the direction the devs want to go in because I know it's very Minecraft-coded, but I feel like not everything MC does is inherently bad. Minecraft's official launcher does instance management, but sucks at mods, VS treats mods as a first class citizen, but no instance management by default, I believe we should have both. Minecraft leaves modpacks to third parties because they barely support modding, VS is one of the most pro-modding games out there, and modpacks and overhaul mods are an inherent part of modding, so why not treat it as a first class citizen too?
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