Prepare ICompatibility for phase based loading

Some compat will need to be done at different loading phases. This should allow that to be handled fairly easily.
This commit is contained in:
Nick 2016-01-09 20:41:01 -08:00
parent de5ca8dfee
commit 254d9bec80
5 changed files with 39 additions and 11 deletions

View file

@ -2,6 +2,7 @@ package WayofTime.bloodmagic;
import java.io.File;
import WayofTime.bloodmagic.compat.ICompatibility;
import lombok.Getter;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
@ -66,6 +67,8 @@ public class BloodMagic
ModItems.init();
ModPotions.init();
ModEntities.init();
ModCompatibility.registerModCompat();
ModCompatibility.loadCompat(ICompatibility.InitializationPhase.PRE_INIT);
proxy.preInit();
}
@ -78,8 +81,8 @@ public class BloodMagic
ModRecipes.init();
ModRituals.initRituals();
ModRituals.initImperfectRituals();
ModCompatibility.registerModCompat();
ModArmourTrackers.init();
ModCompatibility.loadCompat(ICompatibility.InitializationPhase.INIT);
ConfigHandler.checkRituals();
NetworkRegistry.INSTANCE.registerGuiHandler(BloodMagic.instance, new GuiHandler());
@ -90,6 +93,7 @@ public class BloodMagic
public void postInit(FMLPostInitializationEvent event)
{
ModRecipes.addCompressionHandlers();
ModCompatibility.loadCompat(ICompatibility.InitializationPhase.POST_INIT);
proxy.postInit();
}