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(Created page with "Ok, the code looks fine. I recommend you to add @MCVersion(value = "1.7.10") to LOTRLoadingPlugin to suppress some warnings in the logs on startup (this annotation sets the M...")
 
 
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Ok, the code looks fine. I recommend you to add @MCVersion(value = "1.7.10") to LOTRLoadingPlugin to suppress some warnings in the logs on startup (this annotation sets the MC version you've specified as the target version of the coremod, the game will not load the coremod if the detected MC version doesn't match the version you've specified).
 
Ok, the code looks fine. I recommend you to add @MCVersion(value = "1.7.10") to LOTRLoadingPlugin to suppress some warnings in the logs on startup (this annotation sets the MC version you've specified as the target version of the coremod, the game will not load the coremod if the detected MC version doesn't match the version you've specified).
   
One question: Why exactly do you use a mod container? Is there a special reason for it? I assume that the coremod is integrated in the "normal" LOTR mod, so it isn't neccessary to show the coremod in the mods list (via the mod container) as the LOTR mod is already there. And if you use the coremod only for patching vanilla classes, you shouldn't need a own id or instance for the coremod.
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One question: Why exactly do you use a mod container? Is there a special reason for it? I assume that the coremod is integrated in the "normal" LOTR mod, so it isn't neccessary to show the coremod in the mods list (via the mod container) as the LOTR mod is already there. And if you use the coremod only for patching vanilla classes, you shouldn't need an own id or instance for the coremod.

Latest revision as of 14:49, April 2, 2017

Ok, the code looks fine. I recommend you to add @MCVersion(value = "1.7.10") to LOTRLoadingPlugin to suppress some warnings in the logs on startup (this annotation sets the MC version you've specified as the target version of the coremod, the game will not load the coremod if the detected MC version doesn't match the version you've specified).

One question: Why exactly do you use a mod container? Is there a special reason for it? I assume that the coremod is integrated in the "normal" LOTR mod, so it isn't neccessary to show the coremod in the mods list (via the mod container) as the LOTR mod is already there. And if you use the coremod only for patching vanilla classes, you shouldn't need an own id or instance for the coremod.

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