Thread:LOTRMod/@comment-29954640-20170223220430/@comment-25101089-20170303020245

Well, for example, you could create a new mod and in its load method have something like

accessing the biomes by referencing them directly. And if you really wanted to, you could even create a completely new biome, and assign it to the biome reference. You could replace the contents of the dimension's biome array, remove registries for NPCs and add new ones, edit the faction properties, and more. And you wouldn't have to replace class files when the mod updates, because you wouldn't be modifying the files themselves, only editing the properties at runtime - which would not break when the mod updates unless I had changed the actual structure of the code.

I've never tried, of course, but I really think it could be done. Especially when you have the powers of Java reflection, allowing you to change private and even final fields, and Forge, allowing you to replace or redefine enum types, and so on... I mean, this is the essence of Forge modding, and the LOTR mod in particular. Many of the things I've accomplished in this mod have only been possible with clever workarounds and 'hacks' like this. And then you could distribute the sub-mod instead of needing to modify the LOTR mod itself. As I said, I have not tried it myself, and I apologise for not being more helpful before, but I really think what Sinth is suggesting would be worth serious consideration - at least, it's definitely the way I would do it if I was trying to.