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Darkos333

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  1. Can you upload full latest.log somewhere? Perhaps some interesting errors are reported just before the crash happens
  2. Those other mods will need to be downgraded as well then - down to the version in which they supported Create 5. Or you will have to drop the plugins incompatible with Create 6. I know it stings, but you can't have it both ways ¯\_(ツ)_/¯
  3. Wheres the crash tho? I'm guessing you tried pasting in the whole logfile - try uploading it to pastebin or something - or just copy over the relevant part with the crash message
  4. You have downloaded Fabric version of Continuity mod. Grab the Forge version instead: https://www.curseforge.com/minecraft/mc-mods/continuity/files/all?page=1&pageSize=20&gameVersionTypeId=1
  5. Welp, turns out what I was looking for was already there inside debug log 😆 The logs starting with [mixin/]: Mixing contain what I was looking for. Not exactly the easiest way to grab the data I need, but nothing a bit of greping cannot fix
  6. Foreword: I am not asking how to develop mods with mixins. The problem: I have been building a large modpack (approaching 400 mods and I haven't finished yet) for a past couple of weeks and (just as expected) I have finally run into some performance issues. I am aware of the existence of spark and Observable, which are excellent tools, but these won't help here. I suspect one of the mods did something silly to one of the Entity (sub)classes and I intend to track it down. Binary chop is not a feasible option here. A single reproduction cycle can take a couple of hours - combine that with the tangled mess of dependencies between the mods and you get the perfect recipe for a huge headache. What I am looking for is a command/tool capable of logging [modid]<->[modified class] pairs. Or at the very least print all involved modid's for a given classname. I am fairly certain this information is already somewhere inside the running instance, I just don't know how to get it out. Can someone point me in the right direction? 😅
  7. Thank you Draco for your help. This is truly well-written guide, I really appreciate it. I still need some time to fully understand it, but I already have a question: What if I want to expose not only action, but also datatype? Lets say the exposed method expects SomeClass object as its argument. Where should I put SomeClass definition? Should it go into the same package with API class definition?
  8. I've managed to learn most of the things myself from other modders code shared on github, but this topic is beyond my comprehension: How to make API for my mod? I already have api subpackage with a few classes I wish to be available for outside modders, but I have no idea what is the next step
  9. Ahem... what LexManos meant by this, is that one of those mods is causing ClassNotFoundException. Try removing some of them until you nail the troublemaker down - then report the crashlog to this mod's author, telling him that his coremod is broken. On sidenote, coremods may be incompatible with each other, so be aware that not specifically a single mod, but also a combination of some mods from the list may be causing this issue.
  10. Q1: Do I really need to setup a separate project for coremod? I just need to alter one forge method, literally one Q2: How can I reference code between the core and standard mods? Can I reference the code both ways? Since these two exist in separate projects I just have troubles imagining how it should work... will putting the compiled jar in Referenced Libraries get the job done? Honestly I don't even think that I could compile a mod with unresolved reference, so... only one way referencing, I guess? Q3: How can I release the coremod and standard mod in the same jar package? I found this: "Optionally, setting FMLCorePluginContainsFMLMod: true, distributes both the core mod and FML mod in a single jar." from http://www.minecraftforge.net/wiki/Core_Mod but I am not sure how to utilize this enigmatic instruction. Does it mean that I need to have both coremod and standard mod projects in the workspace? Honestly I never tried to have more than one mod project in the same workspace, is there anything I should know about it? PS: Since some of you would propably like to know what I am trying to achieve, here is a cookie for you: I want to add a few instructions at the beginning of TileEntityBrewingStand.canBrew() corresponding to, more or less, this code: if(mahpackage.blah.BrewingStandRecipesMaker.matchesAnyRecipe(brewingItemStacks)) return true; Any help would be appreciated
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