Mod Naming Conventions


So we need to discuss a proper solution and decide on an official format for naming our mods.


On the other hand, it could exist something like


but that way the conflict would still be there.


Like I said in the other topic, the problem with this is that the smod name is what all the paths and aliases are based off of. So adding a build name to the smod file will require you to completely update all of your paths and aliases every time you push a build.

I do agree with some sort of identifier, such as the authors name or something else however.


I doubt that this will come any time soon. From what I’ve heard, the whole mod loading thing is still in discussion. Ideally, each manifest could define a namespace which would be used for aliases and the like. That way you would still have collisions if two people decide to name their mods the same thing - but here’s the fancy bit, maybe that namespace wouldn’t have the same restrictions files currently have, i.e. rp:diy_trees:growable_component could be a thing.

Until then, I would recommend doing a simple prefix_modname thing, as I’ve done with rp. Two to three characters sound reasonable enough.


maybe the file could be a folder with the authors name on it? like /author/modname/file


Authors don’t work well because projects tend to change. Another game that got me started with developing all these years ago had a simple system where each author could file for two digits that were assigned - and all his objects ended with that id (so 2/4 characters were these two). Such a system could easily be made here too - somebody make a table with author and his two letters and then the mods are named [author_id]_[mod_name] for now.

I’m calling dibs on rp on account of having stuff with that already.


my strong sense or order (and runaway OCD) compels me to comment here… having been a developer for ages, and working with shared code bases would require sensible conventions, so our fellow developers could easily determine what a particular function or procedure might do, simply by the provided name…

unfortunately I don’t have anything particularly helpful to offer here, as the concept of modding (and incorporating potentially dozens of different code files) is something I’m not overly familiar with…

still, I have to think that this is something Radiant has spent a fair amount of time conceptualizing (given that modding is such a fundamental part of the core game design)…