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The license must allow redistribution, but I don't think that is what the question is really asking...Linuxdirk wrote:If the dependencies allow redistribution then yes.
I take the question: Can modpacks have mods that depend on each other? to mean that
mod A depends on B (....which depends on A, which depends on B, etc...).
In other words, such a dependency would result in an infinite loop when trying to resolve the dependency chain (might even result in stackoverflow exception, or similar error; crash, or hang).
It is, however, possible that they could depend on a common mod that enables them to "talk" to each other (ie share resources and/or data).
Actually, I was wondering if it was technically (not legally) possible for a mod pack to contain a mod that depended on other mods in the mod pack (but not a two way dependency). I apologize for not being clear.
Basically a mod pack just combines a bunch of separate mods into a single unit (the dependencies work the same as they do normally).Red_King_Cyclops wrote:Actually, I was wondering if it was technically (not legally) possible for a mod pack to contain a mod that depended on other mods in the mod pack (but not a two way dependency). I apologize for not being clear.
So, yeah it is possible to do it (as is done in most of the mod packs that I have downloaded...)
I just quickly looked and the following mod has dependencies on stuff included in the modpack.
[Modpack] Display Modpack [1.3] viewtopic.php?t=19365
The git source is here: https://github.com/pyrollo/display_modpack
The ontime_clocks/mod.conf: https://github.com/pyrollo/display_modp ... s/mod.conf
The display_api dependency is apart of the mod pack.
Code: Select all
name=ontime_clocks description=Clocks displaing real ingame time depends=default,dye,display_api optional_depends=intllib
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