Automated mod deconfliction process. #316
HaphLife
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Feature requests
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If I wasn't lazy, I might consider writing part of this suggestion myself, but alas, I am instead playing modpacks on modrinth launcher. |
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When making modpacks, a common problem is to find that the game is crashing at startup due to an incompatibility between two of the installed mods. My feature request is to add an automated way to resolve these using the following no-knowledge approach to mod deconfliction:
What a player normally does:
If the player doesn't know what mods are causing the crash the player can find the incompatability with no understanding of the inner workings of the mod by performing two binary searches across the modlist.
First, the player disables the first half of the mods, if the crash persists, remove the third quarter, if it stops, re-enable the second quarter, etc, till the player finds the first crashing mod.
Second, the player disables the second half of the mods, if the crash persists, remove the second quarter, if it stops, re-enable the third quarter, etc, till the player finds the second crashing mod.
However, at each step the player needs to make sure to not disable a mod before it's dependents.
Why it should be simple for Modrinth to automate this:
If Modrinth Launcher can enable and disable mods automatically (which it can, given the in-launcher button for it), and it can detect dependencies (which given the Modrinth API has offers the dependencies of Modrinth's mods, should be easy for non-manually installed mods), and it can detect a crash (which it can, given the "the game crash" toast), then all of the steps required to do this are already available to Modrinth Launcher. Automating this process would be mostly a matter of UI and a simple recursive function.
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