Loading scripts from resource packs.

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Loading scripts from resource packs.

Postby ZeroLevels » Fri Apr 03, 2015 9:39 am

A check to see if "assets/minetweaker/scripts" contains any zs files. If so, to make sure they're the first to run on loading a world, and THEN run any scripts in the standard scripts directory. Otherwise, do nothing, and run minetweaker normally until the resource packs are reloaded/changed. Would take into account resourcepack reloading via F3+T.

Not sure if it would be difficult to handle the cascading feature of resourcepacks though, as it would likely have to be loaded in reverse order to make sure the top resource pack's scripts are loaded last to overwrite changes from the ones below it. Like, if ResourcePackA is loaded at the top, above ResourcePackB, then it overwrites any scripts within ResourcePackB.

This way resource pack authors could have custom recipes for items in their resource pack that wouldn't make much sense being crafted in the vanilla way.
Having trouble developing your scripts? Get NEI Integration by tonius111. Once installed, enable these 3 configuration settings:
  • B:"Fluid Registry"=true
  • B:"Ore Dictionary"=true
  • B:"Internal Name"=true
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Re: Loading scripts from resource packs.

Postby Stan » Sat Apr 04, 2015 7:46 am

It's one of the things I do plan to do in the future. This will likely be there in MT 3.1. Mods would also be able to use scripts, as a way to simplify mod programming.
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