Minecraftforge: Missing Mod-Rejection-Message f眉r Clients

Created on 21 Jul 2018  路  11Comments  路  Source: MinecraftForge/MinecraftForge

I want to suggest to not check only about version missmatches besides client and server. It should also error out if you want to connecto to a server with mods which are not installed on the server.

In 1.12.2-14.23.4.2739 it ends up on permanently disconnecting from the affected server becasue mods, which must be installed on the server and on the client are not checked if they are installed on both sides.

If there are no field for the mods entry file then add them please to declare them as e. g. server, client, both so that forge can check against those values and reject the player, if the requirements are not met.

It would be nice because it is horrible to figur out why you are getting DC'ed

Most helpful comment

Actually there is the possibilty to declare a mod clientsideonly or serversideonly so there is no need to add a field...

All 11 comments

Actually there is the possibilty to declare a mod clientsideonly or serversideonly so there is no need to add a field...

I think all the things you have requested already exist and are working correctly.
It is still possible for mods to make a small mistake and break it though, like here.

Do you have a specific example where this happens?

How about this https://github.com/SleepyTrousers/EnderIO/issues/4747

Henry seems to think its relevent?

To summarize, mods can be:

  • client side only (for example: CustomMainMenu)
  • server side only (for example: FastLeafDecay)
  • client or server side, or both (for example: JourneyMap)
  • both side exclusively (for example: EnderIO)

In the latest case:

  • there's no proper way to declare it.
  • the @NetworkCheckHandler annotation doesn't support a clean message to inform players.

This issue has been automatically marked as stale because it has not had activity in a long time. If this issue is still relevant and should remain open, please reply with a short explanation (e.g. "I have checked the code and this issue is still relevant because ___." or "Here's a screenshot of this issue on the latest version"). Thank you for your contributions!

So I guess we'll still have this design issue on 1.13?

This issue has been automatically marked as stale because it has not had activity in a long time. If this issue is still relevant and should remain open, please reply with a short explanation (e.g. "I have checked the code and this issue is still relevant because ___." or "Here's a screenshot of this issue on the latest version"). Thank you for your contributions!

Still relevant I believe.. would be nice to see a way to do this in 1.14

Mod can already error if they dont have the corresponding side They have access to the mod list.
We are not adding N* different ways to make the logic more complex. The current system works just fine.

This it not about having a way to check, but a way to display an actual, human-readable message instead of a cryptic stacktrace, telling me I'm missing actually additions rather than a generic error makes your player's experience alot better .

It should be a screen for the end user that lists all missing mods already. As well as a log message.
Also, no that is not what this issue is about, that may be what you want {and we already have} but this issue is about adding yet another way to check if mods are on the other end.

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