So, I'm working on a mod for fabric, but I'm going to make a rewrite for forge.
So my question is, fabric uses yarn's mappings, forge uses Mojang's, which means I cannot distribute the mod in it's default state, so what do I need to do to be able to release that?
Hi, I want to know how I can add optifine(the.jar, not the source file) to my dev environment.
This is not going to be distributed with optifine, but I'm wanting to add it so I can:
1: boost my fps while testing.
2: make sure my mod would work properly with optifine.
So I uploaded a mc modpack up on curseforge the other day, it's not being listed in any of my projects even when I sign myself in.
I'm wondering if this is because they haven't accepted it, or because it contains non curseforge mods such as sk1ers keystrokes and such.
And maybe if I add a mod called mod director to download those mods with, that would fix the issue if so?
So, I've been wanting to make a mc client, but instead resorted to using a modpack.
Would it be illegal to distribute a .zip file from my Minecraft directory with those mods and config files but without logs be illegal if I give people the .zip folder and have them put it in their own directory?
now that I got it downloaded, how would I load it to eclipse? it is an intelliJ file(.iml)
I don't have intelliJ on my computer cause it takes up a lot of space, and so does eclipse.
but I've got eclipse right now.
Hello, I've found a mod that I really love.
More Player Models.
i need to know how to decompile it. and update it, I wont upload it to other sites or anything.
i know there are ways to decompile .class files and the deob thing where it makes more sense.
but how do I do these things to load it into eclipse and update it?