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Mywk

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Everything posted by Mywk

  1. I do understand it's a bad practice to edit other's classes so when I find something that needs fixing I always report it to the mod owner. Problem is, as you understand, modpacks sometimes take a long time to be updated and measures like this need to be taken to avoid prejudicing the players. I will have a look into the coremods but I do got a question regarding that: To my understanding a coremod would be used Vanilla behaviour, involving (or not) bytecode manipulation. How would I make it so it Overrides a class from an existent mod instead? Some years ago I would simply ask if a simple "@Override" would do it, but this has proved to be something more complicated than I originally expected.
  2. So: 1- In loading order that's just a matter of luck or is there a way to force load the mod before all others? 2- Besides that option, no other way to override a Method from other mod?
  3. Hey everyone I am unable to find a answer for quite a long while now so I will simple ask! When a mod from a certain modpack needs a fix I usually just decompile the class from the problematic mod, apply a quickfix, recompile it and put it back in the mod jar/zip. Is there a way to override another mod class/patch it without having to mess with it? For example: I would create a mod with all the fixes for the other mods with a tree like: - com.mod1.blabla.potato - com.mod3.blabla.kartoffel - net.mod2.carrot And all those classes would override the original ones! Just an example, if there is a solution out there I'd really be interested!
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