All you needed to do to make it work with ModLoader was to create a custom fire block to replace the existing one with your custom updateTick logic.
Vanilla blocks can be extended with ModLoader, you create your extended class say CustomBlockFire extends BlockFire. Then in your mod file you clear the existing BlockFire (Block.blocksList[Block.fire.blockID] = null;) and then create your own custom block in it's place (Block.blocksList[Block.fire.blockID] = new CustomBlockFire(Block.fire.blockID) . That is the general flow of how it works with ModLoader. I have used this in several of my mods already.
Wow, that's in fact really helpful for my future mods! Thank you
No problem, I have yet to find anything Forge does that cannot be done with ModLoader. In some cases it takes more code, most times it's actually easier. The limitations are about the same, if you extend a base class, it will have issues with other mods that extend the same base class.
I think it really depends on what kind of mods u make ? if its just some new ore's, armors, items etc then modloader is ok.
I started out on modloader and it was ok for me coz at the time i only was adding a few blocks, some items etc.
But now i use forge as i wanted to add dimensions, which forge allows plus there is a lot more functions in forge and a lot of mods seem to be going to forge.
Forge allows use of most modloader methods as well which i thought was good as it helped me learn.
If i was u i would start on forge, there is enough tutorials on it now as well
thats what i think anyway
I've been messing aroud with both now and like you said just blocks, items and ores are ok with modloader. But I want to make another dimension and stuff so I guess I'll just start learning 'from scratch' again with forge
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