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Posted

I'm once again asking about mod compatibility :v

This time, it's more of a curiosity than a necessity, as I've already come up with a solution to my problem, but I was wondering:

    How do you run some code in 1.16 only if a mod is present?

 

I know there is ModList.get().isLoaded(<modid>but if I import a class that isn't loaded it will still break.

  • Author
12 minutes ago, diesieben07 said:

Imports are a compiler fiction, once your code is compiled there are no imports (only fully qualified class names).

Huh, I didn't know that! So an import is just a thing to help code readability?

12 minutes ago, diesieben07 said:

However yes, you are right, you can't just reference a class which might potentially be absent. A good choice for this is to have an interface (this can't reference any of the other mod's classes) and two implementations - one for when the mod is loaded and one for when it isn't.

Oh, I saw a post of yours from a few years ago describing this process, but I wasn't sure if it still applied today. I'll do that then, thanks!

Edited by A Soulspark

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