Gibbynator Posted July 6, 2012 Share Posted July 6, 2012 So here's the scoop: I'm writing Gibbycraft, and it causes me some NoClassDef found errors. I harassed the members of this forum by posting my issue, and I learned that when you are modding and using other mods (either as an addon mod or for extra compatibility), NEVER to use StartClient.bat in MCP, as MCP doesn't like other mods. But now, a new problem occurs: The mods must load in a certain order, otherwise stuff isn't there when my mod needs it. I have been doing it the cheap way: renaming my reobfuscated mod folder with the letter "Z" in front of it. My question is this: Is there a way to see if a mod exists in the mods folder before initializing my mod, and making sure that mod initializes first? I think there was some trick using modsLoaded(), but I can't find an example of how to use it. Can anyone elaborate on this? Thanks again! Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now