search if the mod you want to port has an github and clone it from there just port it if has one ... also check if the mod owner has something to say about the rights to modify the mod and if not then just use it for private purposes only
why would you have 2 classes what is the purpose of that?
when you use the @Config annotation you don't have to use a IModGuiFactory
(if you don't want the normal Forge gui for the Configs then you would use the IModGuiFactory)
when you have a @Config you can just have multiple categories in there
you would create Static classes containing those categories
can i make a custom entity and have it something like the thrower in the EntityThrowable class (that the player is being counted as the one that kills as example) .. ?
if yes how would i do that?
on the list of StopModReposts there is 9Minecraft listed for mod reposts so i guess no
i would use a site like curseforge because it is pretty reliable
Do you have the deobfuscated version of the mods you want to use as libaries in your Build Path?
I mean like proper deobf's versions .. i have seen that causing errors after compiling the mod and running it & while compiling
i want to intercept some vanilla Keybindings and i am almost sure this is possible if i just set it before its fired to my own keybind and set pressed and pressTime of the Vanilla keybinding to false (pressTime to 0)
maybe i have to remove it from the KEYBIND_ARRAY of the KeyBinding class too ... point is: Those are all private fields ... heh .. do i need reflection for this or is this also possible without?