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Posted

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

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.

I re obfuscated it, but what exactly did that do? I don't notice anything different...

Check the reobf folder for the class files.

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!

 

 

width=635 height=903http://bit.ly/HZ03zy[/img]

 

 

Tired of waiting for mods to port to bukkit?

use BukkitForge! (now with a working version of WorldEdit!)

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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