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Issue with Block.blockList?


shadoskill

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Okay so first off I know what I'am trying to do is WRONG you don't have to remind me.

 

One of my mods I'am trying to port from 1.6.4 I had it get the vanilla ores from the block list and set them to null "Block.blocksList[block.oreIron.blockID] = null;" like that, then I re added my own version of the ore with a custom texture etc.. and added it to the forge oreDict. Everything worked out fine no crashes, all the ores I changed worked with every mod etc..

 

I can't seem to figure out how to do the same in [1.7.2].

Since ID's are "gone" now I realize that other mods might not like how I did that before, now. So if I can somehow change the vanilla ore's texture without having to give out a resource pack with my mod, that could work for now if its possable.

 

But I still wouldn't mind figuring out how to do what I did before, now.

 

 

P.S. Sorry if I explained this weird.

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Well I had some other changes before besides the textures, and  I can work around that kind-of, but I wouldn't mind a built in way to do it instead of a separate resource pack.

Ok. Well, the Block list no longer exists as it was, but it's much easier since you can access the blocks directly using "Blocks.{block_name}". I suppose you could say that "Blocks" IS "blocksList", just not in array form.

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Well I had some other changes before besides the textures, and  I can work around that kind-of, but I wouldn't mind a built in way to do it instead of a separate resource pack.

Ok. Well, the Block list no longer exists as it was, but it's much easier since you can access the blocks directly using "Blocks.{block_name}". I suppose you could say that "Blocks" IS "blocksList", just not in array form.

 

however, you can't set them to null, since every field in there is final.

The only way I see here is to utilize ASM transformers and hook into RegistrySimple.getObject(Object par1Obj)

Block.registerBlocks() and replace the constructor calls with your own ones.

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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however, you can't set them to null, since every field in there is final.

The only way I see here is to utilize ASM transformers and hook into RegistrySimple.getObject(Object par1Obj)

Block.registerBlocks() and replace the constructor calls with your own ones.

 

Yeah I kinda had a hunch I would have to use something like that.. Way over my head xD. I will have to go read up on transformers. But its not in my top list of priorities atm, but Thank you for showing me were to start!

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Well I had some other changes before besides the textures, and  I can work around that kind-of, but I wouldn't mind a built in way to do it instead of a separate resource pack.

You can change vanilla textures inside your mod package.

Mods are loaded like resource packs.

Just add assets/minecraft/...

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