Baark0 Posted November 27, 2023 Share Posted November 27, 2023 The current mod menu, while functional, leaves much to be desired when it comes to enabling a large amount of mods in a short amount of time. There are also times where you want certain mods enabled at certain times (such as an Abigail control mod when playing Wendy, or Forge QoL mods), but having to go and manually disable/enable these mods gets tiring fast. A simple solution to this problem would be the implementation of mod packs. This is a rough draft of what a mod pack menu could look like. What's important is that it's easy and convenient to enable/disable a large amount of mods, and see which mods you have or don't have enabled. Link to comment https://forums.kleientertainment.com/forums/topic/152629-mod-packs/ Share on other sites More sharing options...
grm9 Posted November 27, 2023 Share Posted November 27, 2023 iirc there was a mod that adds something like this, that can also be fixed by mod creators, they just need to put if TheNet:GetServerGameMode() ~= "lavaarena" then return end at the start of the modmain to make the mod not do anything outside of forge or if TheNet:GetServerGameMode() == "lavaarena" then return end to make the mod not do anything in forgeĀ Link to comment https://forums.kleientertainment.com/forums/topic/152629-mod-packs/#findComment-1681849 Share on other sites More sharing options...
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