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Change Mod to require a name. - #592
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Also change the default version to 'unknown'
coolsquid
commented
Jan 17, 2015
I agree with this. When you're first changing it, maybe require a version too? |
Parker8283
commented
Jan 17, 2015
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. |
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I suggest forcing a version number too.
heldplayer
commented
Jan 17, 2015
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) |
Parker8283
commented
Jan 17, 2015
Uhh...in the minecraft block in your buildscript, there's a replace thing. Works just fine, |
matthewprenger
commented
Jan 17, 2015
I don't agree with forcing the version in the |
LexManos
commented
Jan 18, 2015
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. |
JustGregory-zz
commented
Jan 18, 2015
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. |
Parker8283
commented
Jan 18, 2015
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 |
jamierocks
commented
Jan 18, 2015
From a bit of research some mods aren't specifying the version. |
Parker8283
commented
Jan 18, 2015
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.