Saiph Posted July 20, 2017 Share Posted July 20, 2017 I have 2 mods. - Mod 1 adds a prefab, - Mod 2 adds new rooms. I'd like to make the mod2 detect if the mod1 is enabled and use different rooms in that case. Something like: if GLOBAL.Prefabs["mod1_prefab"] then print("Mod 1 detected !") modimport("scripts/map/rooms/mod2_rooms") else modimport("scripts/map/rooms/normal_rooms") end Link to comment Share on other sites More sharing options...
. . . Posted July 20, 2017 Share Posted July 20, 2017 I think it is GLOBAL.KnownModIndex:IsModEnabled("workshop-whateverthenumberis") Link to comment Share on other sites More sharing options...
Saiph Posted July 20, 2017 Author Share Posted July 20, 2017 It is. Thanks ! Link to comment Share on other sites More sharing options...
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