balduin Posted January 16, 2017 Report Share Posted January 16, 2017 0 A.D. is getting more and more stable with every release, which is nice. But on the other hand there are less groundbreaking features in every release. For that reason more and more mods are being developed by different members and subgroups of 0 A.D. Most of the mods can be installed by downloading the mods and unzipping it in the right folder. The mods can than be activated in the 0 A.D. mod manager. Yes, it is awesome 0 A.D. has already a graphical mod manager. However, finding information about the mods is not easy and installing/updating them manually for each new release of 0 A.D. (approx. every 6-9 months) is not something everybody can do easily. Therefor it would be nice to be able to install available mods for the current release through the mod manager. There is already a repo with mods: https://github.com/0ADMods most mods have a moddb page: Rise of the East: http://www.moddb.com/mods/rote Delenda Est: http://www.moddb.com/mods/0-ad-delenda-est Millenium A.D.: http://www.moddb.com/mods/millennium-ad Ponies Ascendant: http://www.moddb.com/mods/0-ad-ponies-ascendant Aristeia: Civilization Bronze Pack: http://www.moddb.com/mods/aristeia-civilization-bronze-pack and the upcoming new mod: Oniversalis: Age of Exploration: http://www.moddb.com/mods/oniversalis-age-of-exploration 1 Quote Link to comment Share on other sites More sharing options...
leper Posted January 16, 2017 Report Share Posted January 16, 2017 For easier installation there is #4027. I'm opposed to reinventing more of a package manager than we already do. Also allowing downloading and installing of mods (which contain code that will be executed, and I'm not certain that all the code paths that can be called are safe) requires at least signing them so nobody injects malicious code. Then we'd have to verify that mods don't do any obviously malicious things (which is most likely some work, depending on the mod; if there isn't a lot of JS that is easier). Something I'd like us to do would be providing hosting for mods (.pyromod files) split according to the version of the game they depend on. (That still requires us to at least check the mods, but most of the mods above are small enough (amount of included JS) and pretty much all of them are produced by trusted people (there is some intersection between the wfg team and those modders ;-) ). 3 Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 16, 2017 Report Share Posted January 16, 2017 Oh hey I forgot I made that lol 1 Quote Link to comment Share on other sites More sharing options...
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