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chimeforest

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Everything posted by chimeforest

  1. Thank you for your reply =) I believe I now have a better understanding of how to go about my programming. I'll definitely look into the stuff you mentioned. One last noob question: for Loader.isModLoaded("RedPowerWorld") "RedPowerWorld" is the mod's unique id?
  2. Hello, Question 1: Is there a way to check what other mods are installed? A friend and I are making mods and we want to use blocks from each others mods in our own. For example: I'm making a mod which add new colors of beds based on what wool you use. (Yes I'm sure something like this exists, but that's not the point here.) He is making a rainbow/multicolored wool mod. If his mod is installed I'd like to add a recipe for a rainbow bed, if not, It won't be available. Question 2: How do I make a "core" module? Like railcraft, buildcraft, etc etc. used to have (not a "coremod" like IDresolver) I'm going to make several mods which will have different recipes and stuff based on which other mods (that I have made) are installed. What would I need to include in the core module? This is kind of like the first question I guess, except I am the one making the mods, so maybe I should have asked it first? oh well, onto ... Question 3 (last and least important) : Is there a way to make sure my mod is installed/run after another mod, or to make it the very last one? The reason for asking this question is that I run a modded server and occasionally a mod we use gets discontinued, but we still want to update to the newest version of minecraft. I'd like to try and make a mod which will fill every unused block and item id with a dummy block/item. that way the game does crash when blocks from the old mod are attempting to load. for this to work it would have to run after IDresolver I think. Anywho, thanks in advance for any and all help =D Sincerely, chimeforest~
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