Is there something im missing? How would one correctly cross mod subgroup items together?
Both work fine until i set super_press to use the coals subgroup
Either its not working or im doing it wrong, Still get the same errorArch666Angel wrote:You probably have to add a dependency for the groups mod to your other mods, so the group mod loads first. This can be done in the info.json you have in your mods folder.
You could look at bobmods, but he used it very extensively and its hard to learn from it if you have no clue what you are looking at. Basically it's is simple coding, with using if...then logic:sporefreak wrote:I found the problem. I forgot to add a data.lua to the core mod so it was never actually loading the groups... Derp.. Thanks for the help though you did save me a lot of trouble on trying to find out how to make mods load in order.
Do you happen to know of anything I could look at to learn how to write mods to change based on other installed mods? (Basically make them allow optional mods instead of not working without the "Config" mod)
I know how to make a dependency optional
Code: Select all
if data.raw.item["uraninite"]then
put whatever you want to load or change in here
end
Thanks a ton, you both helped a lot.bobingabout wrote:Also a note on that, there are 2 options for checking if something exists in a previous mod or not.
option 1. Make is an optional dependency:
"dependencies": ["base >= 0.12.0", "? bobslibrary"]
This line of dependancies would basically say "If the library exists, load it first", the ? on the front denotes optional.
However, adding this for every mod gets messy, and in the case of some of my mods, they might also want to look at stuff you add, you can't have a mod that depends on another mod, if that other mod depends on yours.
Option 2. Do it in the data-updates phase.
Assuming the mod you're checking adds everything relevant in the data phase, it doesn't matter which one loads first, the content from both your mod and theirs will exist by the time your data-updates.lua loads. so do all those if then checks in data-updates.
I think arch666angel covered everything else relevant.
Another issue might be if your item-group has the same order string as another item-group which is in the base game or another mod. This will also break the sorting. But with the changes you made it should display each item in a new row.sporefreak wrote:Neither are organized how i want them to be. i think they are getting overwritten by the mods default order, it works fine for the fishing pole mod.
I do know that the mod calls the same commands i am in the item.lua
Order string? they are all in a new tab,Arch666Angel wrote:Another issue might be if your item-group has the same order string as another item-group which is in the base game or another mod. This will also break the sorting. But with the changes you made it should display each item in a new row.sporefreak wrote:Neither are organized how i want them to be. i think they are getting overwritten by the mods default order, it works fine for the fishing pole mod.
I do know that the mod calls the same commands i am in the item.lua
edit: btw there is an error in the code you posted, there is an "end" instead of a "data" in the second last row