ZergMazter Posted January 24 Report Share Posted January 24 I just wanted to make a patch to remove a recipe from another mod conflicting with my personal modpack but it didnt work. This is what I did: mymodZip >>> assets/mymod/patches/moremolds-recipes-grid-plank-removal.json Inside the json: [ { file: "moremolds:patches/survival-recipes-grid-plank.json", op: "add", path: "/enabled", value: "false" } ] Did I forget anything? Link to comment Share on other sites More sharing options...
idiomcritter Posted January 24 Report Share Posted January 24 you might gain more attention in the discord, check Link to comment Share on other sites More sharing options...
ZergMazter Posted January 25 Author Report Share Posted January 25 Oh I didnt realize we had one. Thank you! Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted January 25 Report Share Posted January 25 On 1/24/2024 at 6:52 AM, ZergMazter said: I just wanted to make a patch to remove a recipe from another mod conflicting with my personal modpack but it didnt work. This is what I did: mymodZip >>> assets/mymod/patches/moremolds-recipes-grid-plank-removal.json Inside the json: [ { file: "moremolds:patches/survival-recipes-grid-plank.json", op: "add", path: "/enabled", value: "false" } ] Did I forget anything? You can't patch another patch, it leads to undefined behavior. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted January 25 Report Share Posted January 25 @Quixjote I don't know if you will update the mod, but why you do a patch for this? You can simply create your own recipe Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted January 25 Report Share Posted January 25 @ZergMazter If the author doesn't change this, then you have only a couple of options: 1. You're lucky and your mod loads after MoreMolds. So you can create an empty file assets/moremolds/patches/moremolds-recipes-grid-plank-removal.json in your mod, this will overwrite the original patch. 2. Make a patch via C# 3. Modify mod files directly 4. Do nothing and just get over it Link to comment Share on other sites More sharing options...
ZergMazter Posted January 26 Author Report Share Posted January 26 @DArkHekRoMaNT Thank you for the advice. I went ahead and modified the files in the mod myself for now and it worked. Link to comment Share on other sites More sharing options...
John Gaines Posted January 31 Report Share Posted January 31 There is a defined way to patch other patches: https://wiki.vintagestory.at/index.php/Modding:CompatibilityLib Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted January 31 Report Share Posted January 31 8 hours ago, John Gaines said: There is a defined way to patch other patches: https://wiki.vintagestory.at/index.php/Modding:CompatibilityLib CompatibilityLib only adds mod-dependent patches or overrides. But it still follows the load order and undefined behavior to patch other patch Link to comment Share on other sites More sharing options...
Spear and Fang Posted January 31 Report Share Posted January 31 (edited) umm. I'm not sure I understand what's being said here exactly, but... You CAN essentially disable a patch made by another mod by simply patching the same file that the other mod patched. Then use a "dependsOn" to ensure that your patch runs after the other mod's patch. Maybe. Probably. Edited January 31 by Spear and Fang Link to comment Share on other sites More sharing options...
Quixjote Posted February 10 Report Share Posted February 10 On 1/25/2024 at 1:02 PM, DArkHekRoMaNT said: @Quixjote I don't know if you will update the mod, but why you do a patch for this? You can simply create your own recipe Honestly, That mod was still one I started working on early on learning Modding. I am still updating the mods (just slow as heck atm cause life) and will split that out to it's own recipe in the next release. Thanks for the update. 1 Link to comment Share on other sites More sharing options...
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