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Posted
1 hour ago, diesieben07 said:

In fact your mod will behave exactly like a resource pack.

 

This is true, but it's worth noting that user-added resource packs will take priority over mod resource packs. This means that if a user-added resource pack and a mod resource pack both replace the same file, the one from the user-added resource pack will be used.

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Posted
21 minutes ago, Choonster said:

 

This is true, but it's worth noting that user-added resource packs will take priority over mod resource packs. This means that if a user-added resource pack and a mod resource pack both replace the same file, the one from the user-added resource pack will be used.

Isn't that what you want anyway?

Classes: 94

Lines of code: 12173

Other files: 206

Github repo: https://github.com/KokkieBeer/DeGeweldigeMod

Posted
40 minutes ago, Kokkie said:

Isn't that what you want anyway?

 

It's what allows resource packs to replace files from mods, so it's useful in that respect; but if you're replacing a vanilla file you may not want that replacement overridden by a resource pack that also replaces the same file.

 

A lot of resource packs only replace vanilla textures (but this definitely isn't always the case), so you could replace the model/blockstates file with one pointing to your own textures/models. A resource pack designed for your mod could still replace these, but a resource pack that replaces the vanilla textures wouldn't have any effect.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
2 minutes ago, Kokkie said:

Yes okay if you put it like that... But isn't it pretty much impossible to keep resourcepacks from overriding the textures you made? Without trying to remove the resourcepacks gui and setting the resourcepack to default on loadup that is...

 

I'm not suggesting that you'd want to stop a texture from being overridden, just that you might want your replacement of a specific model/texture to take priority over other replacements (which isn't possible to do reliably without a lot of hackery).

 

If my mod replaced a vanilla model, the ideal behaviour would be that this replacement takes priority over user-added resource packs replacing the vanilla file; but user-added resource packs could still override my replacement file.

 

Although I've just remembered that you don't have to replace vanilla models using resource packs, you can simply tell Minecraft to use a different model for the Item/Block in code. This way resource packs that replace the vanilla model are ignored, but resource packs can still replace your model.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
1 minute ago, Kokkie said:

That would work, yes...

But then the naughty man comes along and changes your other named model and destroys your party

 

As I said several times in my previous post, the intention was never to completely prevent my replacement from being overridden, just for it not to be overridden by resource packs that replace the vanilla model (e.g. minecraft:foobar).

 

If a resource pack replaces the replacement model (e.g. mymod:foobar_replacement), that's fine.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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