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Posted

Hey guys,

 

Can someone show me how I use dependencies in 1.13.2?

 

I want to use a soft dependency between my two mods, so that they can work independent of each other, but have extra blocks and stuff if both are installed together.

I would also like to see an example of a hard dependency, just in case.

 

I have only been able to find some out-dated information that doesn't seem to work anymore.

Posted

If it's a soft dependency then nothing changed apart from Loader.isModLoaded => ModList.get().isLoaded()

A hard dependency would be defined in your mods.toml file. There are already 2 examples of that in a default mods.toml provided by the example mod.

Posted
Just now, V0idWa1k3r said:

If it's a soft dependency then nothing changed apart from Loader.isModLoaded => ModList.get().isLoaded()

A hard dependency would be defined in your mods.toml file. There are already 2 examples of that in a default mods.toml provided by the example mod.

Ahh cool, thanks mate :)

Posted

Hey again,

 

If I want / need to access blocks or classes from the other mod, is that possible to do with a soft dependency, or do I need to make it a hard dependency for that?

Posted

Depends what you’re using them for.

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Posted
7 hours ago, Cadiboo said:

Depends what you’re using them for.

I'm just passing the block through, so I can use it to get Properties.from(Block) because I want to have the same properties as the block I'm using, in this case I'm creating some chimney block variants for vanilla blocks, and I wanted to make the same for my other mod, but only if I'm able to do this with a soft dependency. And at the moment when I try to build the jar file, I get an error. So I wasn't sure if I couldn't do it with a soft dependency or if it has to do with forge 1.13.2 not being completely done.

Posted

A soft dependency uses Reflection to do its stuff. A hard dependency directly references the other mod's code. Right now you've got a hard dependency.

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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Posted (edited)
7 minutes ago, Cadiboo said:

A soft dependency uses Reflection to do its stuff. A hard dependency directly references the other mod's code. Right now you've got a hard dependency.

Ah okay, so if I want to do it this way, there's no way to have the mod work without the other mod, am I correct in that assumption? Unless I do some redesigning of my classes.

 

I assume it's the same if I create the chimney blocks in my other mod, using the classes as that would also be a direct reference, right?

Edited by Erfurt
Posted

If you want to do that, you can use Reflection. You'll need to find something to put into your blocks constructor when the mod isn't installed though

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Posted (edited)
2 hours ago, Cadiboo said:

If you want to do that, you can use Reflection. You'll need to find something to put into your blocks constructor when the mod isn't installed though

I have decided to just make another constructor, in the classes that uses a block, so I can put in the properties manually instead, seems to be the best workaround for now. It does mean that if I want to include other mods that's not mine, I need to know the properties, but I might not want to do that anyway, so for now that's fine.

 

EDIT: Just to be sure... All I have to do for a soft dependency is to have an if statement in the registry even, right?

Edited by Erfurt
Posted
9 minutes ago, diesieben07 said:

No. You cannot directly reference the other mod's classes at all, even inside an if statement. You have to have a "reflection barrier" between your normal mod code and the code referencing the other mod.

So doing it like this, is wrong?

Spoiler

if(ModList.get().isLoaded("eadoremod"))
			{
				registry.registerAll(
						BlockList.MALLORN_HEDGE = new BlockHedge("mallorn_hedge"),
						BlockList.MALLORN_LOG_WALL = new BlockLogWall("mallorn_log_wall"), 
						BlockList.DARK_STONE_BRICK_CHIMNEY = new BlockChimney("dark_stone_brick_chimney", 1.5F, 6.0F, Material.ROCK, SoundType.STONE),
						BlockList.MOSSY_DARK_STONE_BRICK_CHIMNEY = new BlockChimney("mossy_dark_stone_brick_chimney", 1.5F, 6.0F, Material.ROCK, SoundType.STONE),
						BlockList.CRACKED_DARK_STONE_BRICK_CHIMNEY = new BlockChimney("cracked_dark_stone_brick_chimney", 1.5F, 6.0F, Material.ROCK, SoundType.STONE)
						);
			}

 

Only checking if the mod is installed, if so it's registering the blocks inside the if statement. Not sure what you mean by "reflection barrier"

Posted
37 minutes ago, diesieben07 said:

Do not conditionally register blocks. All blocks must always be registered (this is true for all registry entries).

A reflection barrier would be something like this:


if ([other mod is loaded]) {
  Class<?> cls = Class.forName("com.example.yourmod.MyModWithOtherModInterop");
  SomeInterface instance = cls.asSubclass(SomeInterface.class).newInstance();
  instance.doStuff();
}

Now MyModWithOtherModInterop can reference classes from the other mod. And only that class can (not even SomeInterface can).

I believe I get this, but I'm not sure how I can have the blocks only be in the game if both mods are installed. I thought that I would do that with what I had done with my if statement. So I'm a bit confused at the moment. You say that all blocks always have to be registered, but what should I be doing instead then?

 

I'm using mod1(the one that adds the new blocks) to also add block variants for mod2. So if mod2 is loaded, I want to have all the blocks, but if mod2 isn't loaded I don't want the variants for mod2. At the moment I'm not using classes or anything else from mod2. I hope you understand.

Posted
1 minute ago, diesieben07 said:

Either:

  • Split your stuff for Mod2 into it's own mod that acts as an addon to the other mod. This way users can choose to install the extra content if they have the other mod.
  • Hide the blocks from the creative menu, etc. if the other mod is not present.

Fair enough, I just thought that you could do it without creating addon mods. Might look into hiding them.

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