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Getting started creating a mod add-on


M4thG33k

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I would like to start making a mod that requires other (specific) mods to be installed (For example: Extra Utilities) so that I can use some of their blocks/items in recipes. I know how to set up the mod dependency in the code (with @Mod(...,dependencies="[modname]")), but I'm not sure how to set up my IDE (IntelliJ) to be able to actually start using the other mods' items/API's. Are there any tutorials anywhere for this sort of thing? (I have spent quite a long time Googling, hoping to find such a tutorial but to no avail.) Thank you in advance for any help! :-)

Able to differentiate the difference of a sum and an integral.

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I have read it; the biggest issue I have is that I'm using IntelliJ rather than Eclipse and none of the steps on how to setup the build paths are the same. :-/

Able to differentiate the difference of a sum and an integral.

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I use IntelliJ also, the build.gradle has clews.

 

dependencies {    // you may put jars on which you depend on in ./libs    // or you may define them like so..    //compile "some.group:artifact:version:classifier"    //compile "some.group:artifact:version"          // real examples    //compile 'com.mod-buildcraft:buildcraft:6.0.8:dev'  // adds buildcraft to the dev env    //compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env    // for more info...    // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html    // http://www.gradle.org/docs/current/userguide/dependency_management.html}

 

 

What is the mod you want to make an add-on for? Depending on which one they may have a way to add it to your dev environment through gradle.

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It's fine. :) From what I can find (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1443963-extra-utilities-v1-1-0k) the dev of extra utilities hasn't released a dev version yet. But you can still download a normal version of the mod and de-obfuscate it (I don't know how to do that, sorry :(). But I have heard that CodeChickenCore (I think I got the name right) has a runtime de-obfuscater. Once the mod is de-obfuscated, I don't know how to add it to your build path. Diesieben07 probably knows IntelliJ better than I do, I've only been using it for a few months.

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Well, that was easy enough. I'm not sure why I had such a problem with that. One more question (and I can open a new thread for this if you would like): how do I go about using the parent mod's blocks/items in recipes? I'm assuming Forge has a tool in place for referencing these...

Able to differentiate the difference of a sum and an integral.

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