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This issue intends to summarize the requirements for closing the gap between where we are and where we need to be for the 1.6 release. The goal is that it should be equally hard for someone to cheat by modding as it is by building a hacked client.
Do not load *.lua, *.tsv, and *.sol assets in Multiplayer games unless they come from MPQ files
Compute a "mod identifier" (SHA-256) for MPQ-packed mods
Add "mod compatibility" information to Multiplayer save files (list of active mod identifiers)
Do not load save files which are incompatible with the active mod configuration (mod order matters!)
Add "mod versioning" support where mods can provide a list of mod identifiers indicating past versions they are compatible with
Add mod compatibility checks when joining a Multiplayer game by comparing mod identifiers
Whitelist of known good mods which can be ignored for compatibility checks (clock mod, floating numbers, etc)
This issue intends to summarize the requirements for closing the gap between where we are and where we need to be for the 1.6 release. The goal is that it should be equally hard for someone to cheat by modding as it is by building a hacked client.
*.lua,*.tsv, and*.solassets in Multiplayer games unless they come from MPQ files