How to handle a new resource or item (used by other mods) ?
Posted: Sun Aug 16, 2015 3:10 pm
I'm thinking on creating a mod, but there is a dilemma I don't know how to solve.
My mod would require a new resource type and a few new items. However, this new resource type is already used in at least one mod. (Fluorine, used by the Uranium Power mod).
I guess the simplest way would be to just not define the new resource and let the resource be defined by the other mod, but I would like my mod to be independent.
What if I define my own Fluoride resource? Would it be in conflict with other mods also defining Fluoride? What about the map generation? Would there be two fluorides, visually identical, but incompatible with each other?
What would be the best way to make my mod independent, but also make it compatible with another mod if it happens that it uses the same new resource or item type?
My mod would require a new resource type and a few new items. However, this new resource type is already used in at least one mod. (Fluorine, used by the Uranium Power mod).
I guess the simplest way would be to just not define the new resource and let the resource be defined by the other mod, but I would like my mod to be independent.
What if I define my own Fluoride resource? Would it be in conflict with other mods also defining Fluoride? What about the map generation? Would there be two fluorides, visually identical, but incompatible with each other?
What would be the best way to make my mod independent, but also make it compatible with another mod if it happens that it uses the same new resource or item type?