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[Installation] Replacing Vanilla Classes in 1.6.2


Zetal

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Hey Guys,

 

I've been developing a modpack for what must be a couple years now. I just finished getting 1.5.2 wrapped up for release, then in a couple of days got 1.6.2 up to snuff as well. However, I find myself having a great deal of difficulty getting my Minecraft to run my reobfuscated code. I'll be honest here and say that staying out of vanilla classes has never been my top priority- compatibility is completely unnecessary with this particular modpack and using all of the various workarounds to maintain that slows down progress substantially. In previous versions, I've simply resorted to directly modifying the jar file, rather than fiddling with the coremod functions (since they were not, strictly  speaking, necessary for my particular goals). Now though, I get a great deal of errors I'm sure the fine people at Forge are uncomfortably familiar with now, if my searches have enlightened me at all to the popularity of this kind of thing.

 

I'm not interested in spending hours porting my mod to 'safely' modify all of these classes only to find that there are probably endless other bugs associated with the new changes. I know that I have works,  now, as I've been able to test it in Eclipse. I understand fully the current attitude now is 'Don't touch the jar!' so, with that in mind...

 

Simply put, I would like to know what the new methods for overriding vanilla Minecraft classes are for 1.6.2, since I am not to touch the jar? I used the installer, and forge runs nicely, but I need it to use my mods.

 

Thank you!

Zetal

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

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Do you have any place you recommend to start trying to learn how to coremod? Also, do you think it would be worth it for a mod with >140 vanilla classes modified in some way? I just want to make sure I spend my time in the most efficient way possible.

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

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Haha. Maybe I am- It's a bit late now though, I should think. It was just faster to edit base classes than look up how to do it forges way, in most cases. Though I think the vast majority of them are necessary.

 

As for the second question, well, it does quite a lot. I guess it should, with that many base edits. Just so I don't waste both of our time (I'm planning on posting an info summary topic relatively soon on the modpack) I'll keep it short: the mods revamp multiplayer MC. Adds a heightmod, a class system, fully animated bows with new arrow types, new armor, GUI's, protected zones with clientside hooks (ie, blocks don't even have cracks if the zone is protected), proper tool requirements, custom chat systems, and a lot of other more minor stuff.

Things I have in the works; a full-blown economy (with custom GUI's and such) and player-made NPC villages designed to work with the economy and provide an income.

 

TL;DR version is that it's meant to make multiplayer MC more viable as a longterm source of entertainment and encourage players to work as part of a community, instead of treating a server like a large communal bragging ground for who can build the largest golden e-peen. We're holding closed alpha testing with the mods we have now, and it's going really well!

 

Uhhh, back on topic though, I finally got 1.6.2 to run (thanks to you! can't type enough hearts for you.) but when I start a singleplayer world, it says that... ContainerBrewingStand is missing? What. Bahaha. I'll probably sort this out eventually. Thank you so much!

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

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Yea- Probably not. Ignoring the hassle of finding workarounds speeds up my workflow and serves the dual purpose of causing issues when working with other mods. This isn't meant to work with anything else. =P

But moreso, it just lets me work faster.

 

On a continuation of this topic, I still haven't been able to sort out the classdefnotfound error for ContainerBrewingStand. Everything works flawlessly in Eclipse, and I can actually join the eclipse server using the recompiled/reobfuscated client. :/

Does anybody know what could be causing something like this? I'm at a loss.

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

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Solved it. I had ContainerBrewingStand unmodified in my project, yet it was still being 'reobfuscated'. Since it was unmodified, I deleted it before remodding, and it works now. Hooray! :D

Have a modding question? PM me and hopefully I'll be able to help. Good at 2d Pixel Art? We need your help!  http://www.minecraftforum.net/topic/1806355-looking-for-2d-pixel-artist/

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