ZombieEnderman5 Posted July 24, 2018 Share Posted July 24, 2018 (edited) Specifically, can you detect if a mod is loaded via its ID? Ex: if (Loader.isLoaded("theboxingdead")) { ... } In this case, Loader means whatever class could check if mods are loaded via ID; "theboxingdead" is a String that encompasses the mod ID to query. I'm asking because I want to add compatibility between my mod Ghostly and my mod The Boxing Dead, but don't know how to check if The Boxing Dead and Ghostly are both loaded. The code would be in Ghostly's .jar file, not The Boxing Dead's. The reason for even using an if statement: I want to register certain entities only if The Boxing Dead also exists, since they're variants of its entities and as such there's no reason to register them if The Boxing Dead isn't loaded. Edited July 24, 2018 by ZombieEnderman5 Quote Link to comment Share on other sites More sharing options...
ZombieEnderman5 Posted July 24, 2018 Author Share Posted July 24, 2018 (edited) Thanks for the reply. EDIT BELOW: How could I do that? I don't think there's any way for me to register entities yet not have them exist in-game if a mod isn't loaded. Edited July 24, 2018 by ZombieEnderman5 Quote Link to comment Share on other sites More sharing options...
Matryoshika Posted July 25, 2018 Share Posted July 25, 2018 You still have them ingame, just don't add them to creative tabs, or recipes, making the /give command the only way to get them. Quote Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials. Link to comment Share on other sites More sharing options...
ZombieEnderman5 Posted July 25, 2018 Author Share Posted July 25, 2018 I don't think that can work for entities... Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted July 25, 2018 Share Posted July 25, 2018 Disable spawning and implement logic to self-remove if they are already spawned? Quote This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore] Link to comment Share on other sites More sharing options...
ZombieEnderman5 Posted July 25, 2018 Author Share Posted July 25, 2018 (edited) Not sure I can do that, unless I check in the onLivingUpdate() method that the mod is loaded and, if not, use setDead() on the entity. I can do spawn checks. EDIT BELOW: For spawn eggs, I can probably register the entity without registering a spawn egg if the mod isn't loaded, else register it with a spawn egg Edited July 25, 2018 by ZombieEnderman5 Quote Link to comment Share on other sites More sharing options...
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