Jump to content

[Coremod] Doubts about coremod and normal mod?


AXELTOPOLINO

Recommended Posts

Hello guys,

I've discovered the difference between a normal mod and a coremod just yesterday.

I've searched for hours trying to understand everything correctly (as I need to do some MC base classes edits).

There isn't much information about coremods and if I have understood correctly, I need to remove  my old @mod class and using instead my new class that extends FMLLoadingPlugin.

 

How can I use proxies and all the network proprieties that I used in my old @mod class?

Is there a way or I must create 2 different mods (one is the coremod)?

Thank you as always for your support,

Axel

Link to comment
Share on other sites

I love your fast-answer ability diesieben07 :D

 

Well, I already thought about 2 different mods...but how can I work with them togheter in my eclipse workspace? Of course in order to work, my normal mod needs the edits made by the coremod (I'm editing some Minecraft packets code with ASM transformations)

 

Axel

Link to comment
Share on other sites

The coremod will be loaded before "normal" mods, so you don't have to worry about that.

In Eclipse, you can do manually the base class edits you want for the "normal" mod to work.

 

So there's no way for using a coremod in eclipse? I just read this in minecraftforum, does it actually work for calling normal mods+coremods in the same workspace?

For running a coremod in eclipse workspace, you need to add the argument (in program arguments) "fml.coreMods.load YourClassName"

and add a system property: -Dfml.coreMods.load=YourClassName

 

And the last question for now: I see many .patch files in some coremods...What is the software or java library that generates them?

 

Thanks you both guys,

Axel

Link to comment
Share on other sites

Mods don't need their own namespace. It is possible to just include two mods together.

So, for instance, you can have both:

sample.mod1.Mod1

and

sample.mod2.Mod2

 

in one mcp tree.

 

Patch files are made from the diff command, but I don't know how these people generate them.

Link to comment
Share on other sites

Ok so what I do for my coremod is:

 

Edit the base files IN eclipse and put the ASM Code in my coremod file, then in another package (coremod = tattyseal.e.asm.EEFMLLoadingPlugin, mod = tattyseal.e.core.ProjectEE) have my normal mod files

 

Then when you want to release it, compile, reobfuscate and put all your code + edited minecraft code into your jar file!

 

Hope I help :)

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • LINK ADA DI BAWAH INI  LINK LOGIN LINK DAFTAR EXTRAWD ADALAH AGEN SLOT , TOGEL DAN BOLA TERBESAR INDONESIA YANG MERUPAKAN SITUS ONLINE PERTAMA YANG MENYEDIAKAN BERBAGAI JENIS PERMAINAN DAN BETTING ONLINE TELENGKAP, SEPERTI PERMAINAN CASINO ONLINE, SLOT ONLINE, TOGEL ONLINE, BOLA ONLINE, DAN MASIH BANYAK JENIS PILIHAN PERMAINAN LAINNYA. PROVIDER TERLENGKAP DAN TERNAMA UNTUK SLOT : PRAGMATIC PLAY-PG SOFT-NOLIMIT CITY-JOKER-PNG SLOT-BIG TIM GAMING-NETENT-TIGER PROVIDDER TERLENGKAP LIVEGAME : PRAGMATIC PLAY - VEGAS LOUNGE - SA GAMING - BG LIVE - EVOLUTION GAMING SWEET BONANZA CANDYLAND, MEGAWHEEL X 500, BACCARAT, ROULETTE PELAYANAN TERBAIK DARI OPERATOR KAMI YANG SIAP MELAYANI ANDA SELAMA 24 JAM
    • LINK ADA DI BAWAH INI  LINK LOGIN LINK DAFTAR EXTRAWD ADALAH AGEN SLOT , TOGEL DAN BOLA TERBESAR INDONESIA YANG MERUPAKAN SITUS ONLINE PERTAMA YANG MENYEDIAKAN BERBAGAI JENIS PERMAINAN DAN BETTING ONLINE TELENGKAP, SEPERTI PERMAINAN CASINO ONLINE, SLOT ONLINE, TOGEL ONLINE, BOLA ONLINE, DAN MASIH BANYAK JENIS PILIHAN 
    • Platform tempat untuk melangsungkan perjudian togel yang paling aman saat ini dan bisa merasakan sensasi hadiah JP jeda tentunya hanya bisa menggunakan situs agen toto togel resmi EXTRAWD . Bersama website agen togel ini anda akan mendapatkan jaminan bahwa hadiah kemenangan pasti dibayar tanpa ada potongan biaya administrasi. Hal terpenting di dalam permainan judi togel melalui situs EXTRAWD adalah wajib memiliki legalitas demi menghindari risiko terhadap hadiah kemenangan. Legalitas tersebut merupakan badan hukum untuk mengawasi terjadinya proses pengundian, sehingga cita-cita untuk mendapatkan JP togel semakin mudah untuk direalisasikan.  
    • I'm having trouble updating my mod Primal Magick to MC1.20.4 on Forge 49.0.48 with JEI 17.3.0.49. I believe I've followed the Forge and JEI instructions correctly, but I'm getting the following exception when I try to run the data generator: java.lang.module.ResolutionException: Modules jei._1._20._4.common.api and jei export package mezz.jei.api.runtime to module primalmagick Full output sample here, and the build.gradle file in question is here. Trying to run the game client results in a different type of exception, but with the same inner error. It looks like I'm getting two separate JEI modules which are interfering with each other, but I'm not sure why that would be. Things I've discovered in my investigations so far: Blowing away my repository and re-cloning from remote does not fix the error, even in combination with nuking my entire gradle cache.  I'm *mostly* sure that it's not just because my workspace is in a bad state. Commenting out line 144 of the build.gradle file, where it specifies the runtime-only deobf dependency of JEI makes the exception not get thrown, but means that JEI is not active in my debug runtime.  While this is a partial workaround for the issue, it leaves me unable to debug any of my JEI integration code, and so is far from ideal. Most maddeningly, running the client and/or data generator from the gradle CLI *also* causes the bug to not reproduce.  Data files get generated, and the client even runs with JEI; it just leaves me unable to trace through the code. I've already reached out to Mezz on the JEI Discord and he's stumped as well.  If I didn't know better, I'd say that one of the "compileOnly" or "runtimeOnly" directives are being executed when they shouldn't be, but why that would be happening now, or happening only when run in Eclipse, is beyond me.  If anyone knows how to resolve this issue, I would be very grateful.  Thank you, and stay safe.
    • Jos77 adalah situs slot terpercaya yang menawarkan proses pendaftaran dan login yang mudah. Dengan deposit minimal hanya 5000 rupiah, Jos77 membuat perjudian slot online menjadi lebih terjangkau untuk semua orang. Bergabunglah sekarang dan nikmati pengalaman bermain yang seru dan menguntungkan dengan Jos77!  
  • Topics

×
×
  • Create New...

Important Information

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