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Posted

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!

 

Posted

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?

Posted

Mods are sorted aplhabetically.

Beyond that, you could do a coremod.

But in reality, it's bad practice to edit other's classes, its better to go to the mod author and get fixes that way.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

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.

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