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Posted

So whenever I try building my mod using gradle this is what comes up:

 

 

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Posted

package gnu.trove.map does not exist
package gnu.trove.map.hash does not exist
package gnu.trove.strategy does not exist

You are using a library neither included in Minecraft nor Forge.

 

It is harder for us to fix your problem if you do not give us source code.

Posted

Here is my pizzaovenrecipies class because that seems to be where the problem is comming from

 

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Posted

1. Assuming you already have your workspace set up, create a new folder named "/lib" in your project directory. That's the directory that contains your /bin, /build, /gradle, and /src folders, and now also has a /lib folder.

 

2. Ask the mod author(s) for a binary distributable / source file of their mod and place it in the /lib folder you just created.

 

3. In Eclipse, right-click on your project, select "Build Path" and then "Configure Build Path". Click the "Libraries" tab, then "Add External JARs" and find the binary file that you just placed in the /lib folder.

 

4. If the API author provided a source file, open the "Referenced Libraries" tree in your package explorer, find the API binary that you just referenced and right-click on it; go to "Properties" -> "External location" -> "External file" and navigate to wherever you stored the source file, preferably right next to the binary in the /lib folder.

 

5. Run your debug configuration and see if everything is still working; if so, great! If not, you may need to run setupDev and setupDecomp workspace one more time:

 

a. gradlew setupDevWorkspace

b. gradlew setupDecompWorkspace

c. gradlew eclipse // will vary depending on your IDE

 

Once you have the debug client working, you should see that both your mod and the API are loaded; if you start a new game, anything added by the API mod will be in that game as well and should be fully functional. This is extremely handy while developing an addon or simply testing compatibility between mods.

 

You are now ready to start using the API in your mod!

 

Tutorial by coolAlias.

Posted
  On 4/22/2014 at 7:31 AM, dand0 said:

2. Ask the mod author(s) for a binary distributable / source file of their mod and place it in the /lib folder you just created.

 

mod author(s) for what mod? my mod? cause I am the author my my own mod.

Posted
  On 4/22/2014 at 10:59 PM, MrIbby said:

dand0 is talking about Trove. Read their license before you start following dand's directions.

Oh ok, thanks!

 

Can anyone show me where the source code download is for Trove? I can't find it. Thanks!

Posted

First, check out TLDRLegal's page that explains the LGPL v2.1 (the license that Trove is under).

 

The source should be located in "trove-<VERSION>.zip/<VERSION>/src". Extract that folder and put the contents of the "src" into a zip. The zip file will be your source file.

Posted
  On 4/22/2014 at 11:20 PM, MrIbby said:

First, check out TLDRLegal's page that explains the LGPL v2.1 (the license that Trove is under).

 

The source should be located in "trove-<VERSION>.zip/<VERSION>/src". Extract that folder and put the contents of the "src" into a zip. The zip file will be your source file.

Wow! That worked! Thanks!

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