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Posted

Hello,

 

I want my mod to SMP compatible, but it edits base classes.

Is it possible to make this mod for SMP?

I know how to make SMP mods without base class edits, just so you know.

Hope you can help me.

 

ElConquistador

Posted

That is for other sorts of mods. But the mod I'm currently working on DOES edit base classes.

And there is no way to do it without base class edits.

So I want to know if there is a way to create a server mod that is able to edit base classes.

 

ElConquistador

Posted

Don't edit base classes.

We're not gunna support people who edit base classes as that a antiquated shitty method that should never be used.

 

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

[me=luacs1998]promptly points at NEI.[/me]

Base classes are edited, but yet NEI can be outside the jar.

Read the EAQ before posting! OR ELSE!

 

This isn't building better software, its trying to grab a place in the commit list of a highly visible github project.

 

www.forgeessentials.com

 

Don't PM me, I don't check this account unless I have to.

Posted

I will try to look at NEI.

And yes I understand that base class edits is not the prefered way of doing stuff.

But is tjere for instance a way to edit the max health of mobs or a way to change/replace the current inventory?

 

ElCon

Posted

for the mobs, this is not the best way,but u can use EntityRegistry.removeSpawn then u create a new entity using vannila model and render with your new healt or whatever.

 

ps: sorry the bad english.

Posted

[me=luacs1998]promptly points at NEI.[/me]

Base classes are edited, but yet NEI can be outside the jar.

 

Doesn't NEI use some sort of reflection in order to load in CB's own versions of vanilla classes, or something?

Posted

NEI uses asm, which is why it is a coremod

 

asm is not always better, if done poorly. Lately i have seen a few mods do a complete class replacement, which defeats the point entirely.  the key is to squeeze your hooks in and leave the rest as intact as possible, so other mods have a chance of modifying the same class successfully. If everyone does complete class overrides, the the whole thing is utterly pointless.

 

bytecode is basically a type of assembly, and is not even recongnizable to a java programmer(it is not meant to be human readable), but ask around and help can be found. NEI even needed help on that one ;)

 

However, simple functions, like changing privates to publics, is very easy.

 

 

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