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Change Mod to require a name. #592
base: 1.8
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Also change the default version to 'unknown'
I agree with this. When you're first changing it, maybe require a version too? |
Some people don't do this because their modid is the exact same thing as what their name would be. Now, I'm not saying it's ok, but I can understand why people wouldn't put a name. Also, this would break the debug mods in Forge testing. |
/** | ||
* A version string for this mod | ||
*/ | ||
String version() default ""; | ||
String version() default "unknown"; |
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I suggest forcing a version number too.
I'm against forcing a version number, as my mods load the version of the mod based on a file that gets generated during build. (Because there is no easy way to add the version to the annotation and get it replaced when building) |
Uhh...in the minecraft block in your buildscript, there's a replace thing. Works just fine, |
I don't agree with forcing the version in the |
The intended method is for the the version to be valid in the @mod so that we can pragmatically grab the data without having to actually run any code. |
I concur with Lex; this is the only use case I need. The more streamlined the accessing of a version attribute is, the less likely for confusion with "alternate" mod versioning practices. |
I always have a name for my mods anyway, I just stated why people don't have names. As for the version, in dev, my version is always |
From a bit of research some mods aren't specifying the version. |
The first two aren't because cpw always used a |
This is a port of my pr to FML back in January MinecraftForge/FML#592
Feel free to discuss my changes.