It is possible for a mod to change attributes of another mod

Started by vortexstars on

Topic category: Help with Minecraft modding (Java Edition)

Joined May 2025
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
It is possible for a mod to change attributes of another mod

First, would it be possible for a mod to change attributes in another mod? Second, the mod needs to be from mCreator (in this case, both mods are mine, made in mCreator).
A more detailed explanation: I made a magic mod and an RPG mod with a level system. In the magic mod, I added attributes for maximum mana and mana regeneration. In the RPG mod, I created an attribute called Arcanium. I wanted it to increase the maximum mana attribute by 5 and the mana reg by 0.05 whenever the player improves the Arcanium attribute (to understand more, you can see the Eternal Exploration mod on mCreator). (For example, in Eternal Exploration, I created a procedure that activates whenever the player increases an attribute.)
In it, it does things like set attack speed (vanilla attribute) to agility (another mod attribute), divided by 5.

Joined Apr 2023
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
I would love it if, at some…
Tue, 07/22/2025 - 15:01

I would love it if, at some point in the future, a system was added to allow you to change attributes by registry name using things like potion effects.
Also, Vortexstars, if you created both mods, you might be able to do some kind of hacky workaround to track Arcanium and use it for reference to calculate mana. I'm not sure entirely what it would look like though.

Joined May 2025
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
but are entity NBTs…
Tue, 07/22/2025 - 15:06

but are entity NBTs accessible by any mod? For example, if a mod changes an NBT and the other checks the same NBT and sets the attribute to the NBT value, it would be possible to use the NBT as an intermediary to pass the data and then convert it to an attribute. For example, when entering the world, if the magic mod has loaded the RPG mod, I set the NBT of the entity (the player) "mana export" to the value of Arcanium and Magic if the RPG mod is loaded and set the maximum mana per entity NBT "mana export" * 5.

Joined May 2025
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
and what I plan is if the…
Tue, 07/22/2025 - 15:11

and what I plan is if the rpg mod is linked to the magic mod, ignore the natural way of getting more mana, etc. (eating foods from the mod to increase maximum mana, etc.)