So we greatly improved mod support: zips are case-insensitive now, that broke a lot of mods old style zips are mounted to the vehicles/ or levels/ folder if a vehicle or level is detected inside them lots of minor fixes for this So i wanted to add a mod manager that allows you to manage the installed mods in a central place. This is how it looks like atm: Atm, its very basic and allows you to activate/deactivate mods (and delete them): So i was wondering on how you would organize them or what features you would like to be in there Looking forward to your ideas
This is cool! I would organize my mods like I do now under vehicles and levels. On a side note, what is the wrx sti 2008? Also, how would this effect a saved level when you edit it?
(imported from here) best terrain ever I think possibly having a preview image for terrains/vehicles would be nice
Awesome just how RoR was loved the way RoR mods were separated in different folders instead of one big folder and was very helpful for finding mods.
Suggestion: I think implementing a compatibility check to the mod manager Would be good? Looks amazing so far.
ugh, looks like a bug. The preview images, etc are in the vehicle/level selector. This is supposed to be only the mod managing backend. - - - Updated - - - what mod manager?
Maybe that could be done with a version.cs/txt file in the zip that just says 0.4.0.4 or something like that. If the version that's in the text file is different from the one you're running, then it could go into a seperate "incompadable" category.
Maybe have it show the mods forum thread/repository page when you highlight a mod, like the Nexus Mod Manager, so you can check for updates, install instructions and requirements.
Cool, add a preview image for each mod and that's it. One thing, .zip files are for finished mods, what about the ones we're working on? we need to have the files in a folder, not in a zip.
I'm quite sure you will still be able to keep your mods in a folder while working on them. That mod manager is probably just for the ZIP you drop in the mods folder.
Suggestion: Add "Date added" or "Date created" or something similar. From this information you can recognize that mod is outdated.
Ability to sort vehicles based on different things... Sorting from filename and vehicle name seperately would be incredibly helpful because say, some cars have the year at the start of the file names and get sorted weirdly. Also if there would be a detection for the year of the vehicle from the name or whatever that would be amazing... Though I guess it will be very hard to do. That said, I think it would be a good idea to standardise it across mods to include a production year seperate from the name.. And yes, date added / date modified would be helfpul too. And it should remember between game restarts what the last thing was that you used to sort by. My very small suggestions that may or may not sound somewhat angry(I just don't know how to better explain it), and may already be in the works and are probably not completely related to the mod manager: 1: The ability to not require "6" folders within eachother to make a zipped vehicle work. It's unacceptable to me that the old system required: A zip, titled with the carname, then inside that, a "vehicles" folder and then another "*carname*" folder inside of that, and then the files inside of that. It should just be a Zip with the vehicle name and the files inside of that directly. 2: BeamNG should not move user-created or user-downloaded files on it's own ever without asking the user for explicit permission to do so between updates. also definitely retain the ability to read non-zipped vehicles... Having to work from within a zip file kills so much time.
Include your original idea, plus Compatibility This This This And: Buttons. It would be good having "works", or "does not work" with current build buttons. Listed under each mod display, user input votes, and a server side record, if mods "percentage displayed" by voting are currently supported within the current BeamNG client build edition. If the mod works, click works, if mod does not work, click does not work, the percentage of works vs does not work gets displayed with current build label below. This is my joke here: (Buttons) -- Works > Does not work > Uncertified Mod