PackGuard is a fairly small mod that helps modpack creators avoid false bug reports.
It monitors the mod list, and looks for modifications. If the pack has been modified by the user, the mod will tell the user to not report any errors. It will also leave warnings in crash reports and the log to help the pack author identify invalid error reports. The mod is easy to setup, and generates a simple configuration file called PackGuard.cfg.
Thanks a bunch for making this awesome mod! I will most likely be using this in my pack, if that's OK. Right now I'm doing some mod hunting on curse and pratically downloading everything I see, so this mod might not be triggered THAT often, but still I know there's always utility mods out there I didn't find or thought that it would break the balance of the pack...
In reply to CoolSquid:
Hey CoolSquid can you pls so that when the mod detects its edited it crashes the game or doesnt allow you to play it pls
In reply to Forge_User_42252337:
Hi, please just add this:
Allow the server to detect if a client is edited.
A list of allowed changes
An option to dont allow that client to connect to the server
If you let the server know what changed like the name of the added or removed files and a message to the admins or a log with the IP or the nickname of the player it will be awesome!
I think that adding this will be easy as you can already detect the changes and send a message, adding this will make this mod a powerfull anti cheat, at least to block A LOT of clientside mods that could be banned in some servers: minimaps, auto hotbar/tool, auto torch, xray, wallhack, fullbright, lightlevel, auto sprint/walk, etc.
It wont stop cheat clients but it will stop the players that arent actually cheaters but use some mods for comfort or are used to but are banned in the server.
Thanks!
There's already a mod that does this.
Mod control only detect forge mods, liteloader mods, config changes, texturepacks and other modifications arent detected
Thanks for your answer!
The website and the modpack policy can't be reached. The DNS is down
Is this server side only?
Hey CoolSquid, your permissions state you need permission to use any of your mods in a modpack. I am putting together a pack at the moment and wish to use Pack Guard and Squid API. The pack will be a tech/magic survival pack. The pack will be free and I will not be making any money or using ad-fly etc links. I have got the permission of all other mods in the pack to use them.
Thanks in advance look forward to your response.
Sorry for the (very) late reply, but apparently I haven't been recieving notifications about new comments on curse.com... If you're still interested, you have my permission as long as you obey by the rules denoted here. For any future questions, I would recommend sending me a private message through minecraft.curseforge.com.
Nice mod.
Hey,
any plans on extending it to md5 checksum or similar?
Sorry for the late reply, seems like I overlooked your comment!
I guess I could implement that, but not sure if it's worth the gain. I'll consider it.
Seems extraordinarily useful, however i have a few questions:
1. What about if the mod is there, but the wrong version? Ergo, for whatever reason, the wrong version of a mod has been placed in a modpack.
2. Any possibility of allowing it to also delete a mod from the mods folder if that mod is found with the pack?
3. Not really a question, but, i was looking at your projects literally the second you uploaded this ( i saw the new Squid Utils was up) and i saw you posted this :P
What happens when this mod is removed ?
Nothing, but someone gave me an idea. Basically, if no modifications are found, print something like "No tampering found". If the mod got removed, the message wouldn't print, and the modpack author could then say "Oh, no PackGuard! Sorry, but I don't give support unless you have ALL the mods I pack.".