TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
Feature requests and improvements for ModsMenu
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
Background
Some players have found that when enabling multiple mods at once (especially mods with complex dependencies), the current ModsMenu feels inconvenient and not very intuitive.
I was considering making a “Mod Launcher Mod” to enhance ModsMenu, but when I tried to implement it, I ran into several issues.
Desired Features
- Batch mod toggling
- e.g. enabling a mod also auto-enables its dependencies
- enable/disable by groups or categories
- Custom mod names / aliases
- especially helpful for non-English speakers
- Favorites / tags system
- Mod group presets
- similar to Slay the Spire Mod Launcher
Issues Encountered
ModsMenudoes not expose whether a selected (or specified) mod is currently enabledModsMenulacks a clean method to toggle mods- it could be forced with
MC_MENU_INPUT_ACTION, but that feels clunky
- it could be forced with
ModsMenureorders enabled mods to the top, breaking the mapping between mods andSelectedElement
Summary
- The main blocker is: how to directly read/control mod states within ModsMenu
Request
I hope Repentogon can provide APIs to query and set the enabled state of mods.
Of course, it would be even more appreciated if these optimizations could be integrated directly into the ModsMenu, or if additional interfaces were added (for example, allowing mods to mark their dependencies, or specify names in different languages).
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No source files or tests are named. Start by tracing ModsMenu's handling of MC_MENU_INPUT_ACTION, selected mod state, and SelectedElement ordering. Done would require a decided scope and an API or integrated behavior for querying and controlling mod states without breaking selection mapping.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100