[Usability] Please include an empty mod.conf for LICENSES
I know that in principle it's probably bad to include a mod.conf for something that is not actually a mod. But the AdvTrains core modpack has already done so for its assets directory, and it's really helpful to prevent user frustration.
Every time I'm scrolling down a list of mods in the GUI to enable them when adding a new world, I get to this modpack and either I pay proper attention and very carefully enable only the mods that are really mods, or I forget again and try to enable the whole modpack, only to promptly be greeted with a nasty stack trace and all of my mod-enabling progress lost:
Runtime error from mod '??' in callback handleMainMenuButtons(): Not a mod!
stack traceback:
[C]: in function 'check_mod_configuration'
...cal/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function 'check_mod_configuration'
...cal/share/minetest/builtin/mainmenu/dlg_config_world.lua:122: in function 'get_formspec'
/usr/local/share/minetest/builtin/fstk/ui.lua:101: in function 'update'
/usr/local/share/minetest/builtin/fstk/ui.lua:145: in function 'handle_buttons'
/usr/local/share/minetest/builtin/fstk/ui.lua:186: in function </usr/local/share/minetest/builtin/fstk/ui.lua:172>
This error message doesn't occur from any other modpacks. It confuses people and some of them will give up or have to ask for outside help in order to know what to do. Why make the mod harder to install in some kind of search for principles or purity?
I can't recall if you have spoken to other Minetest community members before about this. I thought you had, but couldn't find it while searching the forum thread and the Minetest GitHub issue tracker. Whatever you have said or thought before, please reconsider.