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Add parameters for basic handling of mods

Open sdsznsk opened this issue 3 years ago • 7 comments

sdsznsk avatar May 30 '22 16:05 sdsznsk

LGTM but I don't know Python so leaving the approval to someone else 😁

veteran29 avatar May 30 '22 17:05 veteran29

Could allow JSON and the IDs in the env, load the json first then append from env

BrettMayson avatar May 30 '22 18:05 BrettMayson

Sounds good, will do

sdsznsk avatar May 30 '22 18:05 sdsznsk

Name is only for human readability and not used by the server.

I suggest to use only one environment variable to specify mods, GAME_MODS, which accepts either any version or specific version.

  1. Mods with any versions, GAME_MODS=5965770215E93269,59664C0CB36501CD
  2. Mods with specific versions, GAME_MODS=5965770215E93269=1.0.6,59664C0CB36501CD=0.3.0
  3. Mods with any and specific versions, GAME_MODS=5965770215E93269,59664C0CB36501CD=0.3.0

Dahlgren avatar May 30 '22 21:05 Dahlgren

Workshop should use a volume to avoid redownload when container is recreated, for example VOLUME /reforger/workshop

To use the volume and separate workshop folder start the game with argument -addonDownloadDir /reforger/workshop

Dahlgren avatar May 30 '22 21:05 Dahlgren

While I do agree with an option for specifying mod version in the GAME_MODS_IDS_LIST, and keeping them on a dedicated volume, I don't think removing an option to provide mods via a file is a good idea tbh. Managing dozens of mods only via one long ENV would be quite a pain. Also it allows potential outside mod managers to just generate file instead of compiling a long ENV string. Your call tho

sdsznsk avatar May 31 '22 13:05 sdsznsk

Would be good with an example environment variable in README for how to load mods. The Dockefile has no example so one has to read through the launch.py code.

Dahlgren avatar May 31 '22 13:05 Dahlgren

@Dahlgren re-review please.

jonpas avatar Nov 01 '23 12:11 jonpas

Lint failed though, I will take a look in an hr or two 👀

sdsznsk avatar Nov 01 '23 12:11 sdsznsk