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Is it possible to make specific keybinds disable themselves if a mod isn't detected #2

@TheDeviantCrafter

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@TheDeviantCrafter

Once I finish up my current project I'd like to create a "universal script" that covers every 1.12 mod I can find that uses keybinds to control armor or a held item. That should make the mod more approachable.

To make it work in any pack, I'd like to set the script up so each individual keybind checks if the mod is installed and disables itself if it isn't. For example, one keybind would control the chestplate slot and would include keybinds for IC2, Mekanism and Simply Jetpacks.

I'd like the script to check if those three mods are installed. If two are installed but not Simply Jetpacks, that specific keybind would disable itself and the others would continue working. Is this possible?

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