Ruins (Structure Spawning System)

Ruins (Structure Spawning System)

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[Dynamic Lights] Disabling modules without modifying the .jar

SanityCh3ck opened this issue ยท 3 comments

commented

Modpacks hosted on Curse cannot redistribute mods, and will instead directly download a version from CurseForge. This means modpack authors cannot disable single modules from Dynamic Lights for a public (Curse hosted) modpack.
It would be very much appreciated if you could find a different way to make that work.

commented

I am pretty sure fml/forge allows you to disable mods by configuration

commented

Learn something new every day. I knew about the "Disable" button in the "Mods" menu, but I think that just fires an event that nobody ever listens to. After googling and looking through some FML code, I then discovered that one can indeed create a "fmlModState.properties" file in the config folder and specify something along those lines:

DynamicLights_entityClasses=false
DynamicLights_dropItems=false

It's there, but I don't think it's very well known.

commented

I somewhat knew, so its known enough :D