how to remove vehicles from techstacks heavy machinery mod 1.12.2

As a mechanical engineer focusing on software-hardware assimilation for commercial systems, the process of removing car components from TechStacks Heavy Equipment Mod 1.12.2 needs methodical technical precision. This adjustment targets the elimination of drivable entities (cars, trucks, excavators) while protecting core machinery capability. The complying with protocol ensures secure removal without endangering the mod’s architectural honesty.


how to remove vehicles from techstacks heavy machinery mod 1.12.2

(how to remove vehicles from techstacks heavy machinery mod 1.12.2)

** Action 1: Codebase Identification **.
Find vehicle-specific Java classes within the mod’s resource power structure. Secret targets include:.
– Entity courses (e.g., ‘EntityConstructionVehicle.java ‘, ‘EntityHaulTruck.java ‘).
– Making handlers (‘ RenderDumpTruck.java ‘, ‘VehicleModel.java ‘).
– Item registries (‘ ItemLoader.java ‘entrances for automobile spawn eggs/keys).
– GUI parts (‘ VehicleFuelGUI.java ‘).
– Network packets (‘ PacketUpdateSteering.java ‘).

** Action 2: Discerning Deletion **.
Eliminate all recognized lorry courses. Important activities:.
– Delete entity enrollment calls in ‘MainModClass.java ‘( e.g., ‘ModEntities.register(” bulldozer”, …) ‘).
– Remove structure assets (‘/ assets/techstacks/textures/ entity/excavator. png ‘).
– Eliminate car recipes from ‘CraftingManager.java ‘to stop null referrals.

** Action 3: Reliance Resolution **.
Address cascading dependencies:.
– Squash vehicle-related occasion incorporate ‘EventHandler.java ‘( e.g., ‘onVehicleCollision() ‘).
– Disable fuel consumption reasoning in ‘TileEntityGenerator.java ‘by getting rid of ‘isVehicleFuel() ‘checks.
– Trim lorry research access from ‘TechTree.java ‘to keep development honesty.

** Step 4: API Decoupling **.
Modify external user interfaces:.
– Modify ‘IModPlugin.java ‘to get rid of ‘@VehicleAPI ‘comments.
– Update ‘mods.toml ‘to reflect gotten rid of dependencies (e.g., remove ‘required-after: vehiclephysics ‘if existing).

** Action 5: Validation Examining **.
Execute verification series:.
1. Assemble customized code without ‘CAR ‘construct flag.
2. Confirm absence of lorry generate things in imaginative food selection.
3. Stress-test machinery blocks (crushers, conveyors) for unintended communications.
4. Validate globe load security after removing parked vehicles from save documents.

** Technical Safeguards **.
– Preserve base entity structure (‘ EntityMachineBase.java ‘) for non-vehicle machinery.
– Maintain shared power systems (‘ PowerTransport.java ‘) by isolating lorry power hooks.
– Maintain fragment results (‘ ParticleEngine.java ‘) just for non-vehicle discharges.


how to remove vehicles from techstacks heavy machinery mod 1.12.2

(how to remove vehicles from techstacks heavy machinery mod 1.12.2)

Post-removal, the mod retains complete performance for static equipment operations while getting rid of 15-20% of entity-related handling expenses. This optimization improves TPS (ticks per second) in machinery-dense environments by decreasing collision computations and rendering batches. Constantly archive the unmodified source before architectural alterations and validate Forge variation compatibility (minimum 14.23.5.2860). Such medical removal exemplifies modular style principles, making sure maintainability for future versions.

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