Posted November 30, 201212 yr So I just finished making my first mod (if you want to call it that, it adds MCMA support to forge by making the forge server logs like vanilla), and I have been using a tutorial for help, but unfortunately the tutorial doesn't say what to do AFTER I make the mod. So, to sum up, I have mcp and forge and I need to compile (or whatever its called for this), the mod so its usable. Thanks, Matrixmage
November 30, 201212 yr Author I re obfuscated it, but what exactly did that do? I don't notice anything different...
November 30, 201212 yr It makes your classes compatible with minecraft obfuscation. Read the EAQ before posting! OR ELSE! This isn't building better software, its trying to grab a place in the commit list of a highly visible github project. www.forgeessentials.com Don't PM me, I don't check this account unless I have to.
November 30, 201212 yr I re obfuscated it, but what exactly did that do? I don't notice anything different... Check the reobf folder for the class files.
December 1, 201212 yr And make sure you run 'recompile.sh(or bat)' before reobfuscate.sh/bat Protip: try and find answers yourself before asking on the forum. It's pretty likely that there is an answer. Was I helpful? Give me a thank you! http://bit.ly/HZ03zy[/img] Tired of waiting for mods to port to bukkit? use BukkitForge! (now with a working version of WorldEdit!)
December 1, 201212 yr what i do is: 1.run recompile.bat 2. run getchangedsrc.bat 3. run recompile.bat this way you only get new or changed files better for bigger mods but this way you know what you have changed
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