ZergMazter Posted January 24, 2024 Report Posted January 24, 2024 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?
idiomcritter Posted January 24, 2024 Report Posted January 24, 2024 you might gain more attention in the discord, check
ZergMazter Posted January 25, 2024 Author Report Posted January 25, 2024 Oh I didnt realize we had one. Thank you!
DArkHekRoMaNT Posted January 25, 2024 Report Posted January 25, 2024 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.
DArkHekRoMaNT Posted January 25, 2024 Report Posted January 25, 2024 @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
DArkHekRoMaNT Posted January 25, 2024 Report Posted January 25, 2024 @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
ZergMazter Posted January 26, 2024 Author Report Posted January 26, 2024 @DArkHekRoMaNT Thank you for the advice. I went ahead and modified the files in the mod myself for now and it worked. 1
John Gaines Posted January 31, 2024 Report Posted January 31, 2024 There is a defined way to patch other patches: https://wiki.vintagestory.at/index.php/Modding:CompatibilityLib
DArkHekRoMaNT Posted January 31, 2024 Report Posted January 31, 2024 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
Spear and Fang Posted January 31, 2024 Report Posted January 31, 2024 (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, 2024 by Spear and Fang 1
Quixjote Posted February 10, 2024 Report Posted February 10, 2024 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
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