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Is there anyway to create a Forge Server Mod with edited base classes?


ElConquistador

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[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.

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Yes. The players inventory is EntityPlayer.inventory

 

Protip: try and find answers yourself before asking on the forum.

It's pretty likely that there is an answer.

 

Was I helpful? Give me a thank you!

 

 

width=635 height=903http://bit.ly/HZ03zy[/img]

 

 

Tired of waiting for mods to port to bukkit?

use BukkitForge! (now with a working version of WorldEdit!)

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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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