Comments (3)
My thoughts (and part of the reason for the original phrasing) would be the following:
The minecraft dependencies are as much a part of the core code as the minecraft code itself; minecraft cannot run without them, and were a modloader to wish to not provide them, it could reject them using targetPackageFilter
. Further, attempting to locate what is minecraft's own dependencies would be non-trivial issue (as they are mapped by classpath so would need to be found in some way).
(Please ignore close, that was me missclicking)
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To throw in my two cents after using ModLauncher for a while, I'd state this to be a FML issue.
ModLauncher is (for the most part) very much platform-agnostic. The few Minecraft references that exist could easily be refactored out but as it stands a 3rd party product (be it another modloader for this game or another game entirely) can easily use it as it stands.
Keeping in the spirit of that, I would throw this down to FML and do the small refactor here.
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I agree with @Zidane here. I think it's not really ModLauncher's role to handle such distinctions.
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