Closed adrido closed 7 years ago
aside from players' awareness of the compatibility, what do you lose if you don't add xdecor to the depends text?
Can't you just add something to the mod description to let players know about the added features if xdecor is present?
I do lose nothing. The only odd thing is that you can explicitly drop support of xdecor that way
Another odd thing is if there is a mod eg. called "zoo". zoo gets probably loaded after xdecor so zoo nodes are never compatible to xdecor (not cuttable in workbench)
I does not know how Minetest sets the load order, but if this changes some day because another mod is added that leads to a different load order, mods that where previously compatible with xdecor does not longer work anymore.
I see what you mean. I added xdecor to a modpack to work around the problem in my subgame. This is really the only solution I could think of without modifying xdecor. This helps with controlling the load order, but doesn't help with adding it as a dependency though.
Yeah, the workbench filtering is some kind of a hack, since mods are loaded in alphabetical order and xdecor
is often loaded in last position or close.
Like @Napiophelios says, I suggest to do not recommend xdecor
in depends.txt
and fill that table with the nodes you want to be cut : https://github.com/minetest-mods/xdecor/blob/master/src/workbench.lua#L31
Uhm you forgott that workbench
is a local variable and cant be accessed by any mod
https://github.com/minetest-mods/xdecor/blob/master/src/workbench.lua#L31
There you go : https://github.com/minetest-mods/xdecor/commit/4209040
Thanks
I recently added better xdecor support to the darkage mod. but If I want to make the compatibility visible to the user by writing xdecor? to the depends.txt no nodes are cuttable anymore, because xdecor gets loaded before darkage.