There's so many different kinds of mods and genres of mods. Some fit well together and some don't. Some are handy utilities it's nice to have all the time, and others add new content that you may not want in every world.
It would be great if we could choose to enable and disable content mods on a per world basis. For instance, I may want a medieval themed mod in one world, a combination of industrial and plastic-item mods in another, some steampunk mods in another, and a creature-adding mod plus the portal gun mod in yet another world. When you load a world, Minecraft loads the mods that world requires, or prompts you to install them if you don't have them (for instance if you loaded a friend's world or joined a modded multiplayer server, and they require mods you haven't yet installed.)
Note that this only applies to content-adding mods which would be required to properly load a saved world. Utility mods (such as a minimap) that don't affect savegames should not need to be forced to be enabled when sharing a map with friends. So these you'd probably just switch on or off globally for all worlds.
Mods that just affect terrain generation (such as BiomeTerrainMod) you would probably want to configure independently for each world, but when sharing a map with a friend it wouldn't be absolutely required to be able to play it, so I'm not absolutely sure what the best way of handling such mods would be.
What do you think? Do I have the right idea or is this something people don't want? Or am I going about it the wrong way? And what are the chances Mojang would actually get this to work?
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This is actually a REALLY good idea, i would love to see this implemented if Notch does decide to create an official API.
Some mods like you said about terrain generation mods are fun but people want to easily switch between worlds with and without the mod without having to switch their jar files.
It would be great if we could choose to enable and disable content mods on a per world basis. For instance, I may want a medieval themed mod in one world, a combination of industrial and plastic-item mods in another, some steampunk mods in another, and a creature-adding mod plus the portal gun mod in yet another world. When you load a world, Minecraft loads the mods that world requires, or prompts you to install them if you don't have them (for instance if you loaded a friend's world or joined a modded multiplayer server, and they require mods you haven't yet installed.)
Note that this only applies to content-adding mods which would be required to properly load a saved world. Utility mods (such as a minimap) that don't affect savegames should not need to be forced to be enabled when sharing a map with friends. So these you'd probably just switch on or off globally for all worlds.
Mods that just affect terrain generation (such as BiomeTerrainMod) you would probably want to configure independently for each world, but when sharing a map with a friend it wouldn't be absolutely required to be able to play it, so I'm not absolutely sure what the best way of handling such mods would be.
What do you think? Do I have the right idea or is this something people don't want? Or am I going about it the wrong way? And what are the chances Mojang would actually get this to work?
Some mods like you said about terrain generation mods are fun but people want to easily switch between worlds with and without the mod without having to switch their jar files.