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How can I add BuildCraft mod pack to work with my custom mod?


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Posted

I am creating my mod and don't want to re-create all the wonderful stuff in BuildCraft. So how can I include BuildCraft to load in my development environment?

 

Thanks,

~bk

Posted

Download CodeChickenCore.  Add that and the Buildcraft mod to /mcp/jars/mods

Download Buildcraft API, add to classpath (/mcp/src/minecraft).

 

Viola.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

wow ... thanks. That led me in the right direction ... even better though ...

 

I'm not using CodeChicken. I've now stitched in not only BuildCraft but IronChest2.

 

After I finish the basics for my mod, I'm going to integrate Applied Energistics and build off my Forging ideas.

 

I have tested and there are some minor things ... like I'm somehow missing the lang file  :o

... nothing major though.

 

I'm going to be looking for a team to join and help out w/ some modpacks.

 

Thanks, again.

 

Edit: thought I'd explain what I did :)

1: download buildcraft zip file: https://github.com/BuildCraft/BuildCraft/archive/nightly.zip

2: copy zip file directory BuildCraft-nightly.zip\BuildCraft-nightly\common\buildcraft

3: paste to your project location

4: copy zip file directory BuildCraft-nightly.zip\BuildCraft-nightly\buildcraft_resources\assets\buildcraft

5: paste to your project assets location

 

This is not exhaustive and there are some minor issues - can't find proper names, etc.

 

 

Posted

This is not exhaustive and there are some minor issues - can't find proper names, etc.

 

This is why we use CodeChickenCore and install the compiled mod.  CodeChickenCore does some magic that lets obfuscated mods work in the deobfuscated environment.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

If you are using 1.7, then nightly is the right thing.

But if you working on a 1.6 mod use master. Master = Release Version, Nigthly = Test/BugFix/NewStuff Version.

 

I do not know what 1.7 Require. But the Master Version for 1.6 do not require CCC.

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