modlist/config setting override for modpack creation
Posted: Sun Apr 29, 2018 1:01 pm
is there a function we can call within a mod to forcefully-set another mod's config setting (startup,map,player), and prevent any desired selection of mods from loading with a user-selected third-party mod that isn't designed (tested) against the intended list of mods?
I ask this cause i'd like to create a modpack but ensuring modpack is unedited, and not-added-to by a user experiencing a potential bug would be kinda important to me. i've been forming a collection of mods and building a framework for a mod to integrate them all, but it all breaks if any (of about 30 that i know of) mods are added to it, or if the user changes any of about 50 config settings.
optimally, a solution would include either the ability within a mod, to grey-out or lock certain configs and make them uneditable while the modpack-mod is enabled, and if any "extracurricular" mods are enabled, they'd be set to "red" and wouldn't load along with the modpack's core mod.
edit: in reviewing endgame combat's code, i found there could be a way to detect what mods are present and then force the game to close with an error message by doing, basically if [modname here] == true then [create error message and put the game loading screen into an error state and quit the game]
so if anyone can help me figure out how to have one mod SET the config settings of another mod, that'd be much appreciated.
I ask this cause i'd like to create a modpack but ensuring modpack is unedited, and not-added-to by a user experiencing a potential bug would be kinda important to me. i've been forming a collection of mods and building a framework for a mod to integrate them all, but it all breaks if any (of about 30 that i know of) mods are added to it, or if the user changes any of about 50 config settings.
optimally, a solution would include either the ability within a mod, to grey-out or lock certain configs and make them uneditable while the modpack-mod is enabled, and if any "extracurricular" mods are enabled, they'd be set to "red" and wouldn't load along with the modpack's core mod.
edit: in reviewing endgame combat's code, i found there could be a way to detect what mods are present and then force the game to close with an error message by doing, basically if [modname here] == true then [create error message and put the game loading screen into an error state and quit the game]
so if anyone can help me figure out how to have one mod SET the config settings of another mod, that'd be much appreciated.