colinvella Posted August 16, 2015 Posted August 16, 2015 Hi, I'm currently making a mod for Minecraft 1.8.8 via Forge and noticed that all mods in the Mod List, except for the MCP, can be disabled via a Disable button. Is this functionality something that can be coded in a custom mod via event handlers or other technique? Or is the ability to disable a Mod exclusive to the MCP? Thanks Quote
Geforce Posted August 17, 2015 Posted August 17, 2015 In your @Mod annotation, simply set "canBeDeactivated=true". Only use this if you're sure you won't harm anything by suddenly disabling it, such as with GUI tweaks or chat mods. Quote Potato's have skin. I have skin. Therefore, i am a potato. Follow me on Twitter! http://www.twitter.com/I_Mod_Minecraft
LordDrikon Posted October 9, 2015 Posted October 9, 2015 I hope clicking that button generates some event for which I hope one's mod can have an event handler for and "deactivate"/unregister the stuff the mod does activates/registers. Quote
Draco18s Posted October 9, 2015 Posted October 9, 2015 at the moment clicking the button does precisely nothing. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
jabelar Posted October 12, 2015 Posted October 12, 2015 at the moment clicking the button does precisely nothing. True but when programming a large project it is often the case that one feature isn't fully implemented but it is good practice to handle or hook into it anyway so it works properly when one day someone does implement it. So if you wanted your mod to have disable functionality, you might as well hook into this (e.g. in this case put in the mod annotation). Furthermore, I'm thinking you should be able to actually make the disable do something, assuming disable just meant "do nothing" rather than a something like fully unloading the mod. Can't you check for gui screen open event and then for button click events? Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
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