The mod should be able to run without conflict with other mods now.
Thanks to @leonardify for showing me how to only include the code that needs to be changed!
That's so nice! I was going for something like this at first (by creating a new class and extending the existing one to just overwrite the updateTime method) but couldn't find a proper way to do it nor could I find documentation on how to mod the game. I'll implement that during the weekend (and...
Obviously, I tested the mod between 17:10 and 17:59. I didn't catch that by default there were no checks when the hour or minutes is under 10. I haven't waited until midnight/one AM to make sure everything works, but it should.
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