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It also depends on how you want the inter-mod interactions to work. While you can't combine other mods generally into single JAR you can make the other mod a dependency so that your mod requires the other one to work. Next you need to make sure your code that depends on the other mod loads or executes after the other mod is loaded -- for example if you want to use an item from another mod you'd need it registered before you try to use it. For things that get registered, you can generally just access them by knowing the modid of the other mod and referencing the related registry. if the other mod is designed to provide an API then you can call those methods from the other mod and they should work.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

  • 3 years later...
Posted (edited)
On 8/24/2017 at 2:56 PM, jabelar said:

It also depends on how you want the inter-mod interactions to work. While you can't combine other mods generally into single JAR you can make the other mod a dependency so that your mod requires the other one to work. Next you need to make sure your code that depends on the other mod loads or executes after the other mod is loaded -- for example if you want to use an item from another mod you'd need it registered before you try to use it. For things that get registered, you can generally just access them by knowing the modid of the other mod and referencing the related registry. if the other mod is designed to provide an API then you can call those methods from the other mod and they should work.

but what about you don't placing dependencies but some "conditions" i guess, that don't need the mods to work, just if that mod is loaded you add bonuses or something related to the other mod, like JEI, you place the items on the JEI tab and place their recipes or something about it if you have JEI in modpack, but if don't the mod is normal but without the new JEI things

Edited by RpxdYTX
complementing it
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