Add in an exclusion list tag for @Mod. The backend code isn't yet implemented, but shows the basic idea.
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@ -69,6 +69,21 @@ public @interface Mod
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* @return The name of the plugin to load for this mod
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* @return The name of the plugin to load for this mod
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*/
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*/
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String bukkitPlugin() default "";
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String bukkitPlugin() default "";
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/**
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* Mods that this mod will <strong>not</strong> load with.
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* An optional comma separated string of modid[@value], or the value - which specify mods that
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* this mod will refuse to load with, resulting in the game failing to start. The special value - is
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* interpreted as meaning <strong>all</strong> mods, except FML and MCP. The special value -f is
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* interpreted as meaning <strong>all</strong> mods except FML, MCP and MinecraftForge.
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*
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* If a mod is present on the excluded list, the game will stop and show an error screen. If the
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* class containing the {@link Mod} annotation has a "getCustomErrorException" method, it will be
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* called to retrieve a custom error message for display in this case. If two mods have a declared
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* exclusion which screen is shown is indeterminate.
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*
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* @return A string listing modids to exclude from loading with this mod.
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*/
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String modExclusionList() default "";
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/**
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/**
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* Mark the designated method as being called at the "pre-initialization" phase
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* Mark the designated method as being called at the "pre-initialization" phase
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* @author cpw
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* @author cpw
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