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Trust

  • A notice, then a warning. The first native install shows a trust notice once. The command needs --trust-native-code; the window shows a warning in red before every build: the mods run with full access to the computer, and their ids and versions. The Mods page says who made each one, and "Not made or endorsed by the Horizon project" for any mod not Horizon's own.
  • The registry (horizon-rust/horizon-mods) lists them as their own kind, native-mod, only after a maintainer has read the source and the repository they come from. Its entry names the GitHub repository (repo); each release of it with a .hmod asset is a version once the bundle passes the registry's checks, with no further review (nothing is built or run by the registry; the player's launcher builds it behind its warning). The .hmod contains the flat Rust project and may contain assets/, data/ and an optional icon.png. The launcher checks the bundle without running anything. Native code is trusted. The file is pinned by SHA-256 like every registry file; its identity and exact build pins come from horizon-mod.toml. revoked.toml takes a bad release down. A project's kind never changes.
  • Isolation of data. Native mods run only in the instance they are installed in, with its worlds, options and logs (the default Horizon instance's, when they are installed there); other instances play their own versions.
  • What this does not do: sandbox the compiled game. horizon-mixins' checks stop mistakes, not a malicious helper (security notes).