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A general purpose mod loader for GDScript based Godot Games [3.x/4.x]

Results 47 godot-mod-loader issues
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Provide a list for game devs to add scripts that they don't want to have extensions for and be modified

enhancement

- Renamed `disabled_mods` to `deactivated_mods`. - Moved default profile creation in `mod_loader.gd` from `_ready()` to `_load_mods()`. This is required so mod configs can be loaded on the first run of...

enhancement
refactor / cleanup
breaking
4.x

Probably best reviewed by opening the docs in the editor.

documentation
4.x

Optional scanning feature for mod ZIP files before they are loaded into the game. **Please note: This feature is not a security measure. It simply scans `gd` and `tscn` files...

enhancement
4.x

This should also take the `feature_override_options` into account. https://github.com/GodotModding/godot-mod-loader/blob/19a7b7fc484a98969d9a82ff8f402a3a30f08246/addons/mod_loader/mod_loader.gd#L210

bug

Currently something like this needs to be used to check if a mod is in use. ```gdscript if ModLoaderMod.is_mod_loaded(mod_id) and ModLoaderMod.get_mod_data(mod_id).is_active: ``` Since this is likely a common check to...

enhancement
good first issue

seems unused? _Originally posted by @Qubus0 in https://github.com/GodotModding/godot-mod-loader/pull/382#discussion_r1554389152_ https://github.com/GodotModding/godot-mod-loader/blob/b99a50246e088a0f9e852bef12a717abeb761617/addons/mod_loader/internal/script_extension.gd#L36

good first issue
refactor / cleanup
3.x

## Choose a topic to work on: ### Godot 3.x - [x] #4 - [ ] #246 - [ ] #249 - [ ] #250 - [ ] #254 -...

good first issue

Add the possibility for the game dev to ship a predefined user profile that applies on the first load. This allows including inactive example mods that the player can activate...

enhancement
4.x