Although this is a test example, I do not recommend doing patches this way. It is better to bind to some clear labels, for example if(shouldGenSurfaceDeposit) and this.SurfaceBlockChance. Searching and patching a constant in this way is very fragile
I haven't used Matcher, but I think it iterates the instructions only once. So you need to create a new CodeMatcher for the second value or just reverse the order (look for 1.11f before 9f).
You don't need to archive the mod back, it will just work in the folder. But if you still want to pack it, make sure that you packed the contents of the folder, and not the folder itself. Modinfo should be /moinfo.json not /ModFolder/modinfo.json into the archive
What do you mean? If you need French translation pack for other mods - check moddb, maybe it exists. In-game translation for all languages updates regularly from crowdin
Medieval Fashion used some assets from another mod (models, textures), for which the author did not receive permission. Because he refused to remove other people's assets, the mod was removed entirely.
Patch the recipe with "dependsOn": [{ "modid": "othermodid" }] or add a new recipe to assets/yourmodid/compatibility/othermodid/recipes/.../newrecipe.json .
In the patch you can use "file": "othermodid:recipes/../originalrecipe.json"
@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
There are plans to integrate mddb into the game, this has already been partially implemented. But the use of CurseForge and this topic in general have long been irrelevant. This was three years ago.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.