Posted March 14, 201411 yr Assuming I want my mod talking to other mod APIs for additional recipes/power/options etc., is there a sure way to make sure my mod loads after those mods? From the wiki I saw that you can specify dependencies via: "required-after:ParentMod;required-after:ParentMod2;required-before:ChildMod" But since they are specified as dependencies I assume if they are not present, my mod will simply not load up. From what I've read I think I can just append a couple of leading "z"s to the mod id and hope that none of the mods which APIs my mod talks to has appended more "z"s but that seems unreliable and a somewhat hackish way to do it, which I would like to avoid if possible.
March 14, 201411 yr If you only need to deal with things like recipes and options that don't affect your mod's Items / Blocks directly during pre-initialization, then you can simply check if the mod is loaded in postInit and do what you need to do there. Use Loader.isModLoaded("modid") to check if a mod is loaded. http://i.imgur.com/NdrFdld.png[/img]
March 14, 201411 yr See cpw.mods.fml.common.Loader#computeDependencies(String,Set,List,List) for how to use dependency string.
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