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Posted

I have kind of an unusual question. I am creating something that is very out of the ordinary where I have to inject the code into minecraft.

 

Anyway, I was wondering if forge directly modifies base classes? And if so which ones, is there a list?

 

Depends on what you mean by "directly". If you mean jar - then not really.

Otherwise - forge injects all its stuff on game startup using magic (bytecode stuff).

 

As to what you are looking for - you probably want to write core mod, BUT before you make up your mind do tell what you want to change, because it is most likely possible with standard coding (events). Mind that coremods usually break a lot of stuff (not only compatibility-wise). And ofc don't forget you will need some advanced java (pretty much top-notch).

 

As to your requested "list" - you could lookup all changes forge does to code by looking ad .patch files (correct me if I am wrong about extension, not in IDE now). There is a lot of them.

 

P.S. Polak?

1.7.10 is no longer supported by forge, you are on your own.

  • Author

I know a coremod would probably make sense 99% of the time. But I can't use that this time.

I looked through the github repo and couldn't figure out how they were modifying the code.

 

EDIT: Yeah I must have been blind when I looked at the github repo last time:

https://github.com/MinecraftForge/MinecraftForge/tree/master/patches/minecraft/net/minecraft

 

And yes, im polish :)

 

I know a coremod would probably make sense 99% of the time. But I can't use that this time.

 

No, no, a coremod is what you SHOULDN'T do. At this point Forge has sooo many hooks (events) that it allows you to do pretty much everything you want.

Coremods should be used for stuff out of planet like adding your own bounding-box systems (vanilla only supports boxes) - this cannot be done with only Forge.

 

So, what do you need to change so bad?

1.7.10 is no longer supported by forge, you are on your own.

Ernio is correct. There are too many hooks, coremods should not be a thing. I mean with events, I completely replaced the player's skin, the player model, the Main Menu, the InGame GUI - I was even able to combine Java models with IBakedModel types - control rendering for Entity Items, Item Frames, etc. Tell us what you really need that makes a coremod useful 99% of the time.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

When modifying vanilla behavior, I suggest investigating these strategies that are already available before doing core mod or similar.

 

1) Use public methods, fields and registries. The vanilla classes have a lot of stuff that is already public scope. For example, if you want to modify the AI of any entity you have direct access to the list of tasks and can clear and add your own.

 

2) Use events. For many of the the things that modders care about there are events. Using items, generating worlds, spawning entities, dying, getting hurt, getting struck by lightning, etc. Many events can be "cancelled" meaning you can cancel the vanilla behavior completely and insert your own behavior. Especially interesting is you can use events to replace vanilla stuff with your own custom

 

3) Use Java reflection. In the cases where you don't already have public access to vanilla fields, you can use Java reflection to make them public then modify them. So basically any field and method in the vanilla classes is available to access.

 

4) Use byte code manipulation, access transformers, and other more advanced techniques.

 

 

Really you need to share what you're trying to actually achieve if you want us to help.

 

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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