#Global mods
1 messages · Page 1 of 1 (latest)
a lot of mods depends on other mods, so writing code for every mod possible is like impossible
is it? the launcher already recognises the mod and the mod page?
latest from everything can easily break mods, perfect example, sodium and sodium extra
I just don’t think that this is possible
then put the dependencies in global mods aswell
???
say like mod a depends on mod b
not dependency
then put mod a and mod b in global mods
no
like lets say, user wants 2 mods to work but neither of them depend on each other but they have compability issue. if the "global mod" gets the newest version of both there's a 50-50 chance its not gonna work
expain in simple terms
you lost me at compabillity issue and 50-50 chance
monkey see 2 banana
monkey picks the 2 banana
1 banana is yellow
1 banana is green
monkey tastes yellow banana
- monkey happy
monkey tastes green banana
- monkey not happy cuz its sour.
both of them banana, one is good one is not.
wait then why cant you just take out the bad banana
or like make a bad list for banana at certain versions
cuz the green banana is good but not with yellow banana
for all versions?
ok