Well yeah, but for this it isn'tWell, sometimes they're needed, like with libraries.
Well yeah, but for this it isn'tWell, sometimes they're needed, like with libraries.
No you don't understand. Move the one that I will be using...not yoursI'm not moving it, and I won't use optionals before you get Curse integration. I'm not updating one more file each update. That is always a bad idea.
We meant moving the GUI on our end. >.>I'm not moving it, and I won't use optionals before you get Curse integration. I'm not updating one more file each update. That is always a bad idea.
Automatic downloads with no user action are generally frowned upon. However, these critical notifications will be closable
Critical is critical. Severe or normal should be used most of the time, but critical is for world-corrupting bad.If the intent is for widespread use, know that having any popups or spam requiring manual intervention to close, even if for 'critical' updates, will cause many to avoid it like the plague.
Critical is critical. Severe or normal should be used most of the time, but critical is for world-corrupting bad.
Nothing's stopping a mod author from using critical for every update, but it isn't our job to police how people use a framework.
Define "many" and I bet I could prove that a greater percentage will either be neutral or approve of critical issues giving an in-world popup. I understand that you feel strongly about this SynfulChaot, really. But you are nigh certainly in the minority in this, and I at the very least am beginning to become quite disappointed in your repetitive comments.
We get it. You don't like anything that can show to people in game that you can't turn off for users. I'm sorry to burst your bubble, you're in the minority on this one. The reason that argument had so much support in Reikas threads is because that behavior was for every update. This won't be; unless someone abuses the framework, which is NOT the team or the framework's problem. If you would rather have a world corrupting bug slip by you because you took a 1 week break? Go for it. Critical updates are meant to be of such severity that NOT alerting everyone and their dog to the problem with a megaphone and flashing neon signs should be seen as negligence. That is why the in-game notifications, which you can close, wasting maybe 3 seconds of your time... I'm sorry I just can't see why you're so tenaciously set against this. This entire project is being more than reasonable about the whole update check thing, it's providing an amazingly varied set of update severities, which all escalate in level of note in a logical manner. This can only help stability, and mods you are currently using have this capability baked in. CoFH for instance bypasses all the config options to yell at you if there's a Critical update.
Fair enough. But I don't want to have to disable the whole updater mod and miss out on other mods' updates in case one mod abuses it. Maybe allow enabling/disabling update checks for each mod individually?If someone wants to have warnings for each update, they wouldn't need this mod to do so. You would've experienced it anyways, just with another design. Also, an API can't block all potential misuses. I can't be blamed if someone uses SquidAPIs serverhelper to make a force op mod.
No. That isn't happening. There is no reason to disable standard warnings, as they are completely nonintrusive and are similar to the mods button built into Forge. Severe updates maybe; I'll discuss that with my team, but @TomeWyrm is very correct. Severe is intended for issues that, if we didn't alert you, could result in a big headache for the mod author. Severe won't have a config option to turn it off, and maybe your world will thank you if it's ever needed.The only way I would install this is if it has a config option to disable ALL notifications.
No. That isn't happening. There is no reason to disable standard warnings, as they are completely nonintrusive and are similar to the mods button built into Forge. Severe updates maybe; I'll discuss that with my team, but @TomeWyrm is very correct. Severe is intended for issues that, if we didn't alert you, could result in a big headache for the mod author. Severe won't have a config option to turn it off, and maybe your world will thank you if it's ever needed.
Then your mod will be removed from any and all packs I play before I even fire it up.
You lot have got it into your head that this is a good idea, that it'll be in every pack, woohoo!!! It's a terrible idea, NO ONE CARES if mods are UpToDate(vomit). The only time anyone cares is after something breaks, then they load a backup and update the mod.
Even if you notify people of an update, they still will not do it. And every time they open MC it'll annoy them, yeah great idea.
Unlike you, there are people that care about updating mods as soon as they can.
So yeah, sorry this mod isn't for you, hope you enjoy your packs.
That's wonderful. I don't really care, but I'd like it if your world gets corrupted due to this so I can say "I told you so."Then your mod will be removed from any and all packs I play before I even fire it up.
Look, will you kindly cease the flamebaiting? It's really not conducive to a proper debate, unless you want an argument, in which case, this is not Tumblr, go there.Then your mod will be removed from any and all packs I play before I even fire it up.
You lot have got it into your head that this is a good idea, that it'll be in every pack, woohoo!!! It's a terrible idea, NO ONE CARES if mods are UpToDate(vomit). The only time anyone cares is after something breaks, then they load a backup and update the mod.
Even if you notify people of an update, they still will not do it. And every time they open MC it'll annoy them, yeah great idea.