Jump to content

[Installation] Replacing Vanilla Classes in 1.6.2


Zetal
 Share

Recommended Posts

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/

Link to comment
Share on other sites

With how it stands currently an edited jarfile will make Forge/FML stop running. You can disable this by a command line switch, maybe look at optifines installation instructions on their thread, that shows how to install a base edit mod.

But still: you should really look into coremods, it's just much cleaner and compatibility with forge will be easier to maintain.

Link to comment
Share on other sites

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/

Link to comment
Share on other sites

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.

140 base edits? Seriously? To me it seems you are doing something very wrong. Does vanilla even have that many classes? JK :D

 

But if you really need that many edits, don't make a coremod, you'd be dying.

Out of curiosity: What does your mod do?

Link to comment
Share on other sites

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/

Link to comment
Share on other sites

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/

Link to comment
Share on other sites

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/

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm researching the how to create biomes in json. There is a great tool for creating the jsons online. Using the vanilla `river` biome, I want to essentially create a custom disk feature that mixes 3 blocks instead of a single-block provider. Any ideas on where to start with that?
    • I figured out what was wrong ... you can spot it pretty quick most likely: { "type": "minecraft:smelting", "ingredient": { "item": "minecraft:gold_nugget_ore" }, "result": "minecraft:gold_nugget", "experience": 0.25, "cookingtime": 150 }   ... so, after changing `minecraft` to `foundations` for all the custom items and all the recipes work. Well that's what copy/paste will get you. One last question about recipes, though. What does the following json key/value do in the game? "group": "copper_ingot"  
    • # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # #      102.54.94.97     rhino.acme.com          # source server #       38.25.63.10     x.acme.com              # x client host # localhost name resolution is handled within DNS itself. #    127.0.0.1       localhost #    ::1             localhost ###0.0.0.0 apps.corel.com ###0.0.0.0 mc.corel.com 0.0.0.0 origin-mc.corel.com ###0.0.0.0 iws.corel.com
    • Is there a way to create a custom map marker for a custom structure/biome (same as a vanilla mansion)?
    • I’ve scrounged the Internet for solutions and found absolutely nothing that has worked for me I have posted my code in a GitHub Repository. I bet the culprit is somewhere in the Container or TileEntity classes (Furnace packages are in blocks/coke_furnace or blocks/foundry) PS I know I’m on 1.12.2 and that it’s not supported I don’t want to update my game or my code. Lol It’s my favorite version and the most widely modded. I don’t plan to release the mod, I’m just customizing my game to my will. I’ll send it to friends but that’s it.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.