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Let PZ just look for mod ids in the listed workshop items instead of global


bknht

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From discord: https://discordapp.com/channels/136501320340209664/1037775705871753266

 

Quote

I don't know if this is the right way to go at it but the basic issue is that people pirate a lot, meaning they create those convenient modpacks in the hundreds of megabytes, if not a few gigabytes. People tend to migrate between servers and if some of them use a mod that is being used properly on the server they are trying to join, yet they picked up one of these modpacks along the way, they get a mismatch error like the one shown here: https://media.discordapp.net/attachments/930528426597683263/1037736867862413343/unknown.png?width=1340&height=754
 

After they share this screenshot (if at all) they are often told to unsubscribe from all PZ mods. This happens extremely often on larger servers. So the big question would be: Could you implement a solution that the mod id of the mods to load is taken exclusively out of the list of workshop items the server already transmits? If the server is not using that modpack there should be no reason for PZ to even consider it a valid choice to satisfy the mod id requirement.

 

unknown.png

Edited by bknht
added screenshot
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