Comments (4)
Another solution could be to introduce a new key for the links
object. For example:
"custom": {
"modmenu": {
"links": {
"modmenu.license": "https://some-url"
}
}
}
The license is generally meant to be a SPDX identifier, which this format would allow. In addition, the license name and link could differ.
from modmenu.
The license is generally meant to be a SPDX identifier, which this format would allow. In addition, the license name and link could differ.
That is impossible for custom licenses.
from modmenu.
I don't believe a link is a valid identifier of a license, the spec is vague and doesn't fully specify but it does recommend using SPDX identifiers. You can denote a custom license in SPDX format using LicenseRef-<some sort of identifier>
.
I've brought it up with the Fabric team and I think in v2 they will add support for links and custom names for licenses. I'd be open to adding my own license link field in Mod Menu metadata until that happens though.
from modmenu.
I don't believe a link is a valid identifier of a license, the spec is vague and doesn't fully specify but it does recommend using SPDX identifiers. You can denote a custom license in SPDX format using
LicenseRef-<some sort of identifier>
.
That leads to a worse user experience, imo, as now you would somehow magically need to know where to find "MyCustomLicense".
Plus, the current situation is that people are already using links (the spec allows arbitrary strings, which includes strings that are valid URLs), and as such, I think modmenu should support that without needing extra work.
from modmenu.
Related Issues (20)
- lag for about 3s every time when you quit game HOT 1
- Crashing in 1.21 HOT 3
- ModMenu Chinese localization doesn't work in 1.21 HOT 4
- Mods button isn't shown if server has Server Links HOT 1
- When i press settings for cem mod it crashes HOT 1
- Newest version have been detect Virus HOT 1
- The Lunar problem HOT 2
- 1.20.4 update issue HOT 2
- Broken mod button in pause menu when configured on "insert" HOT 1
- Cannot include ModMenu 9.2.0 (1.20.4) HOT 1
- There are issues with the new version
- Lunar Client v1.21 Crash HOT 12
- Placeholder API is listed as a required dependency on CurseForge and Modrinth when it seems to be embedded.
- crash when attempting to open game menu HOT 12
- mod button overlaps with other button's HOT 1
- "Mod midnightlib provides a broken implementation of ModMenuApi" HOT 2
- al
- Crash when search mods
- Can not open game when ModMenu is enabled [1.21]
- Mods won't show up in Mod Menu even tho i put them in the mods folder
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from modmenu.