Try and handle removal of mods a bit better. Currently no way to allow a world which has missing

blocks to load - but i have the code in place to allow it i think.
This commit is contained in:
Christian committed 2014-02-08 12:18:34 -05:00
1 parent 064b66af3d
commit c890206268
14 files changed
+204 -70

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@@ -23,6 +23,7 @@ import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.IFMLSidedHandler;
import cpw.mods.fml.common.Loader;
import cpw.mods.fml.common.ModContainer;
import cpw.mods.fml.common.event.FMLMissingMappingsEvent;
import cpw.mods.fml.common.eventhandler.EventBus;
import cpw.mods.fml.common.network.FMLNetworkEvent;
import cpw.mods.fml.common.registry.LanguageRegistry;
@@ -179,4 +180,9 @@ public class FMLServerHandler implements IFMLSidedHandler
{
bus.post(new FMLNetworkEvent.CustomPacketRegistrationEvent<NetHandlerPlayServer>(manager, channelSet, channel, side, NetHandlerPlayServer.class));
}
@Override
public FMLMissingMappingsEvent.Action getDefaultMissingAction()
{
return FMLMissingMappingsEvent.Action.valueOf(System.getProperty("fml.missingBlockAction", "FAIL"));
}
}