CoFHLib Requirement
Shahelion opened this issue ยท 13 comments
Yeah it's fine, I was just wondering why it needed it. I was just trying to avoid the CoFH mods before because I had no use for any of them.
But several other mods also include the RF API, why not just have the API itself be a dependency instead of a specific mod?
For example, EnderIO. This was brought up before with Modular Powersuits, they had been relying on CoFHCore instead of just the RF API, but in an odd way that not having CoFHCore didn't cause a crash, it simply made the powersuits incompatible with every other mod's RF-based energy systems. Fixed now, so they can be charged with stuff like EnderIO and AE2.
At least this triggers a crash instead of just failing integration, which I find preferable (first time a crash is preferred over the alternative? lol)
The RF API is part of CoFHLib. So if you want the RF API as a dependency you need a dependency on CoFHLib
Latest version from curseforge for 1.7.10 as of yesterday.
CoFHCore includes CoFHLib but I had neither before. Is there a reason it needs the coremod beyond the RF API?
Sorry that's what I meant. I mean that RFTools requires CoFHLib (not core). So that should be fine right?
Except that this is the first mod using RF I've encountered other than the CoFH mods themselves that require CoFHCore or CoFHLib.
EnderIO, AE2, Immersive Engineering, Enhanced Portals, Buildcraft, Forestry, Railcraft. All of them use RF, none have the dependency. Those are just the ones in my current modlist from a quick scroll-through.