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how create server and client project?


Kwasti

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mod for Server, but the client side must handle additional parameters of World and Chunk. and have something to add to the GUI.

and I do not want to reveal the secrets of players the server side

 

I want the client and server are in the same project, but when compiling create two * .jar

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Even if your mod has absolutely zero meaningful functionality in SSP (e.g. an economy with private chests, wallets, coins, and shops) it's still way easier to create as a single, universal, mod.  It's also way easier to test.

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.

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Server mod will make a change in the generation of the world, add properties to world and Chunk, change parameters of mobs, add some functions to vanilla blocks.

For show properties of the world and chunk, as I understand it, i need to add a GUI for client part, such as is shown in DamageIndicators the status mobs

may be i mistake.

 

and i don't want create universal *.jar

 

 

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I will not say this is good idea, but unless you want to re-setup whole gradle and eclipse (which I don't know how to do), you could go like this:

Make 3 packages, common, server, client, create a GOOD proxy that will point into right packages and never ever reference server in client and vice versa.

 

After compiling you can simply remove whole server part, the mod WILL run and will not crash, yet - this is again - very bad thing to do.

Actually you might even start using SideOnly to know for sure if the mod will run outside dev.

1.7.10 is no longer supported by forge, you are on your own.

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@Kwasti

 

Perhaps you don't understand but a mod will only run the part relevant to the side (client, server, or both) based on the way it is launched and played. There is not really any reason to make separate mods for each situations.

 

If you're worried about memory use and don't want to load client stuff on server, and vice versa, that is what the @SideOnly annotation is for. This is already implemented in fact for most of the vanilla client-side stuff -- so if you run any mod on a server it won't even load the classes related to rendering or input detection.

 

Why exactly do you think there is an advantage to creating separate mods?

 

Anyway, if you insist on making them separate then they should be simply created as separate mods.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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#Selfishness #Safety #IWanna

 

...I mean, those were the reasons I was doing it (2 separate mods for my server and clients).

This is probably only reason that could almost justify those actions. Or maybe hiding mod's internals - good reason too.

 

There are people here who would hate you for being selfish and "hiding" code, but nah :D

 

Note: If reasons are different than mentioned - you simply DON'T split your mod, bad thing.

1.7.10 is no longer supported by forge, you are on your own.

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