[implemented in 0.11] multi-phase mod loading
Posted: Mon Sep 15, 2014 8:42 am
already there are some issues with "this mod (A) must be loaded before mod B, but mod C likes to be loaded after me"
this typically happens because recipies in mod A want to (conditionally) use use items in mod B
suggestion:
have multi phase mod loading with specific things to be done at different initialization phases:
1. preload: register all items
2. initialize: generate recipies
3. post-init: things related to world gen / other stuff (eg: the recycling mod using all the recipies to add scrap-on-destruction to buildings based on cheapest method of building it)
Having this in place would encourage / provide methods for inter-mod integration without needing complex dependency chain management.
this typically happens because recipies in mod A want to (conditionally) use use items in mod B
suggestion:
have multi phase mod loading with specific things to be done at different initialization phases:
1. preload: register all items
2. initialize: generate recipies
3. post-init: things related to world gen / other stuff (eg: the recycling mod using all the recipies to add scrap-on-destruction to buildings based on cheapest method of building it)
Having this in place would encourage / provide methods for inter-mod integration without needing complex dependency chain management.