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Posted

PLEASE NOTE - I don't intend on releasing edited Minecraft source code contained in the mod.

 

Greetings! I've been working on a mod recently that focuses mainly on adding new biomes. I don't like having to search for my biome in a new world every time I make a new biome one or edit an existing one. The way to get around this is to change the allowed biomes in WorldChunkManager class to only my custom biome.

 

For example to make my biome spawn as soon as a new world is created I would change:

 

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To

 

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However I cannot edit ANY classes that come with Minecraft. Again note that the class editing is only temporary as I just want to make it easier to see if a biome worked or not. Thank you! Any help is greatly appreciated!

Posted

The versions of forge which use gradle include minecraft source as a library rather than as sourcecode. This means it cannot be changed.

 

Posted
  On 5/7/2014 at 12:09 AM, ean521 said:

Anyway, there is no reason you should want to or change the code.

 

Well, there are some specific reasons to edit code, first would be that Forge doesn't provide a hook for a specific part of Minecraft, thus having to hack it in yourself (if the hack is worthy enough to be useful for other mods, you can then always submit a PR, though).

 

The proper (and only really) way to edit Minecraft's source code is to utilize ASM, to manipulate the bytecode of classes directly, where your mod must be a coremod in order to use it. There are some tutorials out there for this kind of thing, and you can always look at either my coremod or any open-source coremod out there.

 

However as a general rule, keep the edits at minimum.

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  Quote

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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