Jump to content

Recommended Posts

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.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

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.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

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

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The game crashed whilst unexpected error Error: net.minecraftforge.fml.ModLoadingException: Advanced Mining Dimension (mining_dimension) encountered an error during the done event phase
    • Here is the end of the log. it was way too big to put in pastebin, but I started from when I was online and everything was fine. Error should be in here: https://pastebin.com/Sdhdq593
    • Update: I stand corrected as I was able to dig up a relevant log from my earlier testing which highlights the overall issue but does not explain how to solve it. See, Diagnostic Logs for pack.mcmeta not found: https://pastebin.com/LXS8Rtna
    • Which mod was this? What are all the mods that were in use? It will help if enough information to replicate the problem is available.
    • I have been attempting to create a supplementary resource pack with Patchouli in order to add back the guidebook for Better End but unfortunately in every prototype I have made pack.mcmeta and my resource pack are not recognized. I have tested both zipped and unzipped and either way curseforge does not recognize my resource pack as existing. For testing I stripped my pack down to just the pack.mcmeta file and two empty folders labelled data and assets and I know the data folder is not the problem as firstly my first attempts just had an assets folder following Patchouli instructions and data came later in my flailing attempts to make anything in my pack work. The mcmeta file is not recognized whether or not I use this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } "language": { "en_US": { "name": "English", "region": "United States" } } } ,or this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } } I have made sure to only use lowercase and the pack folder is named better-end-guide. Is this some magic nonsense from me doing this manually instead of using an IDE or similar tool? Could it be because my files are by default in UTF-8 even though ANSI gives the same results? Is there a specific community secret tool I am supposed to use for zipping or specific settings? I am pulling my hair in distress. Unfortunately as there are no errors involved I lack logs to offer, if that disqualifies this thread please do not be harsh and instead if you can then please direct me to a forum with different rules and sufficiently respectful but knowledgeable as to be of assistance. Most of my experience with the programming community has been poor and so naturally I find myself wary.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.