silverwolf1793 Posted December 18, 2015 Share Posted December 18, 2015 Hey there!! Anyone knows how to test my mod along with other mods on eclipse?? Because I'm doing some major changes to the overworld and I don't want to accidentally override any mod ore generation, because one of the main features of my mod has to override the overworld, like this: DimensionManager.unregisterDimension(0); DimensionManager.unregisterProviderType(0); DimensionManager.registerProviderType(0, TimeControl.class, true); DimensionManager.registerDimension(0, 0); Quote Link to comment Share on other sites More sharing options...
zerofall Posted December 18, 2015 Share Posted December 18, 2015 When you run forge/mc from eclipse, everything is deobfuscated. This means that it doesn't play nice with normal mods (which are obfuscated). You need deobfuscated jar files for any mod you want in your eclipse run directory. Not all devs provide this, but some do. Quote Link to comment Share on other sites More sharing options...
Choonster Posted December 18, 2015 Share Posted December 18, 2015 When you run forge/mc from eclipse, everything is deobfuscated. This means that it doesn't play nice with normal mods (which are obfuscated). You need deobfuscated jar files for any mod you want in your eclipse run directory. Not all devs provide this, but some do. For 1.8 and earlier, you can install the deobfuscated versions of CodeChickenLib and CodeChickenCore to deobfuscate other mods at runtime; allowing you to use regular obfuscated mods in the development environment. Unfortunately ChickenBones hasn't ported them to 1.8.8 yet. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future. Link to comment Share on other sites More sharing options...
LexManos Posted December 18, 2015 Share Posted December 18, 2015 Or.. you could just add the other mod as a dependency and have ForgeGradle deobfusicate them automatically and not have to resort to crappy ASM hacks like ChickenBones. However wholey replacing the world provider for the overworld is not a recommended action and instead you should look into either crating your own dimension and moving to it through some tech/lore means. Or using the hooks in place in Forge to do the things you want. Or, using a 'World Type' to determine the provider information as that's kinda what it's there for... Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon Link to comment Share on other sites More sharing options...
Draco18s Posted December 18, 2015 Share Posted December 18, 2015 Or.. you could just add the other mod as a dependency and have ForgeGradle deobfusicate them automatically and not have to resort to crappy ASM hacks like ChickenBones. Some of us aren't very familiar with how Gradle works or the syntax used in the build.grale file. Mind providing and example? Say, SomeRandomMod-1.8.8-v3.jar located in /[install location]/libs/ Everything I know about how to use Gradle had come from other people's build.gradle file and a lot of guess work, as the documentation is very vague in some ways, as if they expect the reader to already be familiar with some other aspect of Gradle. I still haven't got my build file to produce exactly what I want and no more, only "everything minus what I don't want." (That is, it does everything and then copies what I want to a new file). There are a number of things I've tried which looked like they should have worked, but did not. For example, custom properties to manage mod versions. Never figured out why Gradle would throw undefined errors at me, ended up just using in-line variables and string concatenation. A lot of folks around here say things like, "oh, just add a maven repo to your build file" as if we know what that means and how to do so. Or, in this case, chaise is for not knowing that Forge Gradle could deobfuscate arbitrary mods. Sorry, but that feature/ability had never been mentioned anywhere that I've seen before. Maybe I suppose I could have guessed that it could, but not knowing what or how to tell Gradle that I want that, I may as well believe it to be impossible. Quote 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. Link to comment Share on other sites More sharing options...
jabelar Posted December 18, 2015 Share Posted December 18, 2015 Or.. you could just add the other mod as a dependency and have ForgeGradle deobfusicate them automatically and not have to resort to crappy ASM hacks like ChickenBones. Simply adding the mod as a dependency does that? Awesome! I thought the dependency was more of a check rather than an action. Like Draco said, what is the definitive guide to build.gradle syntax? Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/ Link to comment Share on other sites More sharing options...
loordgek Posted December 18, 2015 Share Posted December 18, 2015 here https://github.com/MinecraftForge/MinecraftForge/blob/master/mdk/build.gradle#L55 and i believe that you can download from curseforge w/ gradle Quote Link to comment Share on other sites More sharing options...
jabelar Posted December 18, 2015 Share Posted December 18, 2015 Sure, the comments on the code is something most of us have read. But that really isn't the same as a definitive guide. While a close inspection now makes the relevance of the deobfuscation clear, it wasn't something that was immediately apparent when I read it in the past because at the time I wasn't thinking specifically ("I wonder if it can deobfuscate"). So then later when I want to do deobfuscate I may not have confidence that Forge Gradle has that capability. If I know that something should be possible, then I'm capable of researching the answer because I know it must be there. So if it was common knowledge that Forge Gradle could deobfuscate we'd have investigated by now. I'm not lazy, I'll do the research and trial-and-error to figure something out, but I still sometimes need to know the initial direction to concentrate on. Anyway, I still think it would be cool to have a solid list of all the Forge Gradle capabilities. I'm certain there are still many things it can do for me that I'm not even aware of... For example, there is also the documentation here: http://forgegradle.readthedocs.org/en/FG_1.2/ but that doesn't mention this topic at all. It would be a great addition to the "cookbook" examples, and furthermore a general capabilities list would be useful there too. To emphasize my point, it took Lex to mention it on this thread -- no one else who responded knew, and I expect most threads on the topic have not mentioned it either. Instead everyone is suggesting getting deobfuscated versions, using chicken core stuff, etc. Yet there was a beautiful way to do it right in front of us! Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/ Link to comment Share on other sites More sharing options...
silverwolf1793 Posted December 18, 2015 Author Share Posted December 18, 2015 Or.. you could just add the other mod as a dependency and have ForgeGradle deobfusicate them automatically and not have to resort to crappy ASM hacks like ChickenBones. However wholey replacing the world provider for the overworld is not a recommended action and instead you should look into either crating your own dimension and moving to it through some tech/lore means. Or using the hooks in place in Forge to do the things you want. Or, using a 'World Type' to determine the provider information as that's kinda what it's there for... I see, well thats a shame, there is absolutely any other way to do this, what I want to add its a mod that makes exploring your world something useful besides new types of woods, here's the thing, I want to change the lenght of the day to something better for gameplay lets say 1 hour day 45 min night, also I want to change the ore gen so ores became biome dependant, and finally add enviromental conditions (rain makes you slow, snow makes you cold, desserts makes you dehydrated and so on) and I just can not find how to do this without overriding the overworld entirely, so if any one has some idea that would be cool, yet I think I will try to use ForgeGradle to check if Im not killing nothing important on other mods :P Quote Link to comment Share on other sites More sharing options...
LexManos Posted December 18, 2015 Share Posted December 18, 2015 https://docs.gradle.org/current/userguide/artifact_dependencies_tutorial.html As with many things in gradle there are generic guides for it. Our default build.gradle is a quick example because writing documentation sucks. HOWEVER, as you've so aptly pointed out we have a RTD which anyone can submit documentation to https://github.com/MinecraftForge/Documentation If you dont know something look there first, if you dont find it, do your research and expand the documentation. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon Link to comment Share on other sites More sharing options...
jabelar Posted December 18, 2015 Share Posted December 18, 2015 If you dont know something look there first, if you dont find it, do your research and expand the documentation. Agreed. Up to the community to make the documentation better. Thanks for the other links! Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/ Link to comment Share on other sites More sharing options...
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