Re:Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws
by hypeatei on Saturday June 29, 2024 @12:20PM
(#40831621)
> By default, it’s turned off. People who really want those mods can turn it on
This works until a popular mod requires it (for legit reasons) then enabling the option becomes the de-facto standard for people who install mods.
Re:Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws
by grogenaut on Saturday June 29, 2024 @01:09PM
(#40832005)
It's possible to make it so you enable it on a per mod basis, like app permissions
Re:Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws
by TylerE on Saturday June 29, 2024 @03:22PM
(#40832805)
Because that's never ever been a total usability disaster that just encourages people to enable every one because they don't feel like fighting it. It's also not effective, given how tightly tied mods are to the core API.
Re:Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws
by vsuperpower2020 on Saturday June 29, 2024 @04:57PM
(#40833311)
When you're talking about security, adding a bunch of config flags for users is never a good idea. Most users aren't going to understand what it does, and like others mentioned, there's too many reasons to turn it on.
Re:Bytecode Breakdown: Unraveling Factorio's Lua Security Flaws
by bigstrat2003 on Saturday June 29, 2024 @11:35PM
(#40834958)
I see no problem. It's those people's choice to do so, and they accept the risk.
Or maybe, down the road, Factorio could enable mods with greater privileges, as long as they are open source, and do an App Store-style review process with the community. Approved mods get not just bytecode, but perhaps even some of the typically forbidden modules like filesystem access. Unapproved mods using those enhanced privileges won’t run without a startup flag.