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Has Forge figured out a way to replace a method (not override)?


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Posted (edited)

I have learned how with Forge you can make private and/or final variables public and not final without reflection.  And how to add to enums at runtime even though they are supposed to always be read-only.  Very cool stuff.

 

So how about method replacement?  I know we can override things but if I want to modify vanilla behavior of existing mobs for example, I can't override that and there aren't really any hooks in place for most of what I am thinking.  My only option right now is to make new mobs and maybe disable the vanilla ones when they are replaced.  Or can we somehow override a vanilla method?

 

Edited by MrChoke
Posted
  On 10/13/2018 at 9:42 PM, MrChoke said:

Or can we somehow override a vanilla method?

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This is possible, but is not supported here and there are no tutorials. And ultimately the absolute last resort. You should just replace the entities with custom ones when they are spawned.

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Posted

It is possible but it’s absolutely painful and requires dealing with the raw bytecode of the method. It’s painful, a single wrong thing will instantly crash everything, you need to pretty much learn 2 new languages (ASM & Java Bytecode) and you will have no support from anywhere (online tutorials are also a bit non existent).

  On 10/13/2018 at 9:46 PM, Animefan8888 said:

ultimately the absolute last resort

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It shouldn’t even be a last resort. If your using it, your doing something wrong.

You should try submitting a PR to forge if you want hooks. It’s a slow process, but you will get a lot of feedback.

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Posted

Wait, what are you trying to do exactly? You already can customize vanilla mobs completely. You can change all their AI, change all their attributes, change their models and textures, and fully intercept their update methods.

 

If you want to change anything vanilla you should look for ways in this order:

1) Look for natively public methods and fields. There are really quite a lot of these. For example, all entity AI is kept in public task List fields that you can directly manipulate completely.

2) Events. There are already events for most things you would want to mod.

3) Substitutions. You can do things like handle the event when an entity joins the world and replace with your own version. You can do similar thing with blocks during chunk populate event. Some of the modern registries can be manipulated to do substitutions as well.

4) Reflection. You can literally replace comprehensive things by accessing the various singleton fields in classes like the Minecraft class. For example you can replace the mouse helper class, or replace the item renderer or the global renderer or the texture manager or the model manager or whatever. Those are "intrusive" and can cause incompatibility with other mobs, but they are possible.

 

Anyway, mobs are particularly well covered by Forge. What are you trying to do that you think you can't?

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

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