Comments (4)
I think if the optional dependency mod is installed, the dependency should load before the depending mod.
So we still check if the dependency exists, we just don't prevent the mod from loading if the dependency is missing.
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From the Space Potatoes Discord
damzo — Today at 12:35
i think with this utility mod it would be better to have ContentLoader alongside but i'm not too sure how to go about it, since it's not exactly required either. just recommended
from godot-mod-loader.
It sounds like the way to implement this is with a manifest extra.godot
key that has no functionality, but only exists as a point of reference, either to other modders or as data that a mod/game can use in-game. Would that be correct?
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closed by #188
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Related Issues (20)
- 🚀 Contributors - Getting Started 🚀
- [4.x] Duplicating a global named script class (i.e. in `script_extension.gd`) causes an error. HOT 7
- autoload position check only uses `current_options`
- Possible memory leak with script extensions HOT 1
- `load_before` should allow setting the same mod as `optional_dependency` or `dependency`
- add a nice way for mods to check if another mod is in use (loaded and active)
- latest build kinda doesen't work with self-setup guide HOT 4
- Add a ziped version of the loader to releases that can be used for self-setup. HOT 1
- Update Example Mods HOT 1
- User Profiles - mod dependency handling HOT 1
- Self setup missing classes crash HOT 1
- Extending scripts attached to a preloaded scene HOT 1
- Load extensions and overwrites from directory HOT 2
- edit / extend custom resource
- Delete `steam_workshop_enabled` from options
- automatically refresh scenes if their script is extended HOT 2
- remove unused `unpacked_dir` from `InheritanceSorting`
- Add `steam_workshop_id` to mod manifest HOT 1
- Add the possibility to include a default/preset profile HOT 1
- Enable the extending of existing extensions existing in a dependency HOT 3
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