Posted July 31, 20187 yr I just need something clarified. I've always assumed that the running of load time events went something like this: 1. Run pre-init for all mods 2. Run init for all mods 3. Run post-init for all mods Where the operative part is "for all mods" -- that is, that regardless of load order or dependencies (or the absence of dependencies), init would not run until after all mods have run pre-init, and likewise with post-init running after all mods have run init. However, that was something of an assumption. So, was I right? Or would a mod set to load after another (or just after it in the directory) actually complete all its initializations before another is loaded? This could be useful to know for things like APIs. Whether or not it has any relevant to the poorly designed and apparently broken API I'm trying to fix is another thing, but this would be a useful thing to know and be sure of. Developer of Doomlike Dungeons.
July 31, 20187 yr 17 minutes ago, JaredBGreat said: Where the operative part is "for all mods" -- that is, that regardless of load order or dependencies (or the absence of dependencies), init would not run until after all mods have run pre-init, and likewise with post-init running after all mods have run init. That is correct. Mod loading order only determines the order in which mods are passed the FML lifecycle events. If mod A requires mod B and mod B requires mod C then the loading order would be the following: Pre-Init: C, B, A -> Init: C, B, A -> Post-Init: C, B, A
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