Hello,
I wanted to ask if someone knows any command to check for certain mod(probably by modId) in postInit method. something like
if(modListContains("someModId"))
{
//do some stuff
}
Thanks in advance
I made mod using ModLoader.
When I install ModLoader and my mod(copy it into mods folder), it is obviously only for SSP.
If I install Forge on client and use my mod(copy it into mods folder), it runs fine.
When I install Forge on client and server, server and client run fine.
When I install my mod (copy it into mods folder),server crashes at addOverride.
EDIT: The reason for the whole topic is simple. I'm asking if it is possible to make mod which can be played by people using only ModLoader in SSP, but still would work in SMP for people with Forge.
Sooo... if I make simle ModLoader mod and load it with Forge into client and server it will work? Sorry to ask again, but I want to have it completely clear
EDIT: Hmm... it seems it won't work. Server crashed on addOverride method.
I mean if the mod (programmed with ModLoader, but works with FML on course), which contains only these few things, which are declared basically in the same way in ML and Forge, if when I install the mod into Forge client and Forge server if it will work. It might be stupid question, but I have almost zero experience with SMP. I'm basically asking if FML handles mods more like ModLoader of more like Forge (or simply if FML has SMP mod support)
Hello,
I have a little question. I tried to look for the answer in FML thread on minecraftforum.net and in FML FAQ, but I didn't find the answer.
If I make mod using ModLoader (simple one, only new block, item and onTick updating on client side) and someone loads it with FML, will it work in SMP? Some things found in FAQ indicated that it would work, but I wanted to ask to be sure.
Thanks in advance