[Question] How to load extra mod with mod
See original GitHub issueHere’s what I tried:
- Running as a language adapter. Implement
ModCandidateFinder
and inject the mods toFabricLoaderImpl#mods
. Working in 1.16, 1.17.- Throw
ClassNotFoundException
withFabricLoader
class loader. My classes not in classpath. - Throw
SecurityException
after I add my classes to classpath.
- Throw
- Set system properties for using
ArgumentModCandidateFinder
. But it’s called before language adapter.
Issue Analytics
- State:
- Created a year ago
- Comments:20 (5 by maintainers)
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Top GitHub Comments
Author of ThatOrThis here. I’m 110% against using hacks to inject mods into the loader, but it just can’t be done the other way back when the mod is out. Now that Fabric Loader has evolved to support loading mods from additional directories, and class injection just got much harder with that package signature (just why?), I’m willing to do a rewrite. However there are other problems yet to be solved.
I actually don’t think it’s the loader’s job to provide the APIs. Fabric Loader has one job - loading mods into Minecraft - and it’s doing it well enough. All we need is a way to tell the loader which mods to load, and we have
fabric.addMods
now. Though I’d admit it will be painful to write a wrapper (with Knot, the entrypoint, being an implementation detail) or even half a game launcher to utilize just that. Besides, considering that #81 is still open after 3 years, I guess there’s just more important stuffs for the loader devs to do. btw, being harsh really isn’t going to help anybody.Ok, this is caused by fabric loader signing the jar https://github.com/FabricMC/fabric-loader/blob/d713b2a801ad142394ac0eb1d1eaa452fc783021/build.gradle#L278
That kind of seals the packages. You can’t add new classes into those packages in the same classloader unless you also sign your jar with the same signature. Of course you can’t do that because you don’t have access to fabric’s private key.