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Add instance right click -> Optional Features menu item

Open Sir-Will opened this issue 10 years ago • 27 comments

hey, could you add a "Edit Modpack" button to the launcher? The button would open the "Optional Features" window and allow to change the mods without a force update.

Sir-Will avatar Apr 05 '14 06:04 Sir-Will

Would it still do the update?

The only thing is that the launcher doesn't even download the files if you don't enable a mod, so that's why the update is needed. The upside is that you can bundle gigantic resource packs and they don't get downloaded at all if you don't want them.

sk89q avatar Apr 05 '14 06:04 sk89q

sure that would be a good way, especially with ressource packs. btw is it possible zip many small files like the hats from the hat mod, as with thousands of files, there are always 2-3 failing and there is no retry.

Sir-Will avatar Apr 05 '14 06:04 Sir-Will

as you speak about the optional features I would like to suggest a bit more (by this I know that it would not be implemented quickly, but maybe I´m not the only one interested in it).

I would like to see a way to order the options like the modpacks with a priority or even better to put them into categories like "texturepack" "shader" "map" "guis"..

Slind14 avatar Apr 05 '14 06:04 Slind14

On the subject texture/resource pack, is it possible to add a link in the description, (without copy paste)? Would be great to link a preview.

Sir-Will avatar Apr 05 '14 07:04 Sir-Will

I didn't rewrite the ZIP support when I updated the launcher, since it's quite a hassle. It should retry each file 3-10 times though.

You can mark some features as "recommended" or "avoid" but there's no categories yet.

And as for linking, do you mean a clickable link? In which case, not at the moment.

sk89q avatar Apr 05 '14 18:04 sk89q

kay. Than I stay with {{category}}_{{mod}} as name for now. As it does the same.

Slind14 avatar Apr 05 '14 18:04 Slind14

Okay.

Yes I mean a clickable text/link like the "a" tag in html

Sir-Will avatar Apr 06 '14 03:04 Sir-Will

So, will you change the optional feature window thing?

Sir-Will avatar Apr 10 '14 13:04 Sir-Will

When I get time, I will probably change it to display HTML rather than text.

sk89q avatar Apr 10 '14 21:04 sk89q

Okay, thanks and I hope the button get also implemented that we don't see the features window every time only at the first download :)

Sir-Will avatar Apr 11 '14 03:04 Sir-Will

Yeah, I suggest to hide the Select Features window into mod pack context menu or a "Modify" button next to Launch.

It would already help if it was shown right after launching, before the login window. As it is now, I click the Login..., see that it's loading and switch to browser until it loads the game - at least that's what I always think until I come back to find it waiting for my input on the Select Features window.

aivopaas avatar Apr 25 '14 13:04 aivopaas

Yep, the first launch of a modpack opens the menu (Maybe with information how you can open this menu later again) and if something got added else you can click on a button next to the "Options...".

Sir-Will avatar Apr 25 '14 14:04 Sir-Will

or another way (maybe simpler) a checkbox to hide it on launch.

Slind14 avatar Apr 25 '14 17:04 Slind14

Well I think it should show if the list of features changes. However, that would require some more data storage.

sk89q avatar Apr 25 '14 21:04 sk89q

@sk89q yes, you could show it if something got added to the features or you make it so that the button flashesor has a other color, something this. It would be also good if the line of the new added feature has a other color to see it instantly :)

Sir-Will avatar Apr 26 '14 19:04 Sir-Will

@sk89q I think it would be enough to show everytime the modpack changes. So if it has to download stuff.

Slind14 avatar Apr 26 '14 19:04 Slind14

Well, it only shows if the modpack gets updated at the moment (or if you force updated).

sk89q avatar Apr 26 '14 21:04 sk89q

ahh ok

Slind14 avatar Apr 26 '14 22:04 Slind14

Any news to this? :)

Sir-Will avatar May 22 '14 09:05 Sir-Will

Well, changing the modpack configuration requires an update because the launcher does not download the entire modpack, so come time to change the selected features, it has to download new ones, but since the server only provides the latest version, it turns also into an update.

So is this asking essentially just for a menu item that equals "Force update"?

sk89q avatar May 27 '14 18:05 sk89q

I don't exactly know what do you mean. :/

Sir-Will avatar May 28 '14 20:05 Sir-Will

Say your modpack has two mods: A and B

Someone downloads it but they only choose A. The launcher doesn't download B.

Say then you push an update, remove B, update A to A2.0, and add C so there's A2.0 and C now.

It's now not possible for the person to really choose B now because it's simply not available and the launcher never downloaded it. However, if the launcher goes through the update process, then both A2.0 and C would appear for selection. 'A' would have to be updated to A2.0 in the process.

So I'm asking if it's OK to just make "Edit Modpack" launch an update, because that's easy to do, but I'm not sure if that is exactly what you would want. Do you want users to be able to choose mods in old versions of the modpack?

sk89q avatar May 29 '14 08:05 sk89q

No, I mean the button should open the features menu: image2014-2-21 20-25-48 So, the features menu is only shown if there is an update else you can use the button. It would be also great if the button is flashing if there got a new feature mod added and also the line in the features window where you can enable/disable them but is not important, just shows the user if there is something new. :)

Sir-Will avatar May 29 '14 09:05 Sir-Will

My point was that I cannot just show the features dialog without actually beginning the update routine (at least without changing a lot of code), and so I'd like to ask whether "Edit Modpack" could just be an alias for "Force Update."

if there is a new feature to get, then it would show that there's an update.

sk89q avatar May 29 '14 21:05 sk89q

Hm.. but if I start the modpack it shows me the "Select Features" GUI without a force update. Where is the difference?

Sir-Will avatar Jun 05 '14 19:06 Sir-Will

@sk89q Also the launcher should remember the selected optional mods and only promt user with it the first time the modpack is downloaded. The solution to edit modpack would give the user access to edit it later anyway :)

halvors avatar Mar 11 '15 23:03 halvors

It does remember but still prompts anyway at the moment.

sk89q avatar Mar 12 '15 02:03 sk89q