Jump to content

Recommended Posts

Posted

If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

Posted

You have to speak with MCP team about things related to enhancing MCP.

Sadly without fixes to RetroGaurd you can't obfusicate partial things, so it would still need the entire MC/Forge source.

Basically, it's a pain in the ass for the time being, so the current system work.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

Yes, I know about that, it's... interesting, not useful as of yet.

And like I said, this stuff would be done on the MCP end not ours.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

  • 4 months later...
Posted

If anyone is still interested in something like this, here's my stab at it:

 

https://github.com/agaricusb/ForgeMod

 

It should be considered experimental and unofficial, but I've been using it for all my (admittedly few) mods, for some time now, working fairly well. SrgTools turned out to be a dead end, but a new SpecialSource project arose which became quite useful for this purpose.

 

Comparing this SpecialSourceMP-based build system to the standard system:

If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

 

versus:

 

1) run "mvn initialize -P -built" to initialize a remapped dependency to build your mod against

2) run "mvn package" to compile your mod against this dependency and reobfuscate

 

Notably this technique avoids any need to copy the source, and it only recompiles/reobfuscates your mod source, rather than all of Minecraft. Also simplifies source code management and setup, since your project directory only needs to contain your own source code (I've reviewed dozens of build scripts for open source Minecraft mods, usually with some variation of 'copy source to MCP dir'.. this new process avoids all that). Depending on the circumstances it can be several times faster (observed 120x-6x speedup).

 

As I said, this process is experimental, but I welcome any feedback if anyone uses it, let me know how well it works.

Posted

If anyone is still interested in something like this, here's my stab at it:

 

https://github.com/agaricusb/ForgeMod

 

It should be considered experimental and unofficial, but I've been using it for all my (admittedly few) mods, for some time now, working fairly well. SrgTools turned out to be a dead end, but a new SpecialSource project arose which became quite useful for this purpose.

 

Comparing this SpecialSourceMP-based build system to the standard system:

If I want to package my mod, I currently have to

1) copy the source to the mcp src dir

2) recompile my mod and the minecraft sources

3) reobfuscate mod and minecraft sources

4) mcp then goes through some effort to seperate the modified classes from the minecraft source.

However, as I'm modding on forge, the only modified classes are my new classes. So wouldn't it be possible to add a modified reobfuscation script that would be able to reobfuscate my mod classes alone? this would enable me to do it like

1) compile my mod's classes (minecraft classes in the classpath)

2) reobfuscate my mod's classes.

3) no need for md5 checking, as we didn't process any unmodified files.

 

versus:

 

1) run "mvn initialize -P -built" to initialize a remapped dependency to build your mod against

2) run "mvn package" to compile your mod against this dependency and reobfuscate

 

Notably this technique avoids any need to copy the source, and it only recompiles/reobfuscates your mod source, rather than all of Minecraft. Also simplifies source code management and setup, since your project directory only needs to contain your own source code (I've reviewed dozens of build scripts for open source Minecraft mods, usually with some variation of 'copy source to MCP dir'.. this new process avoids all that). Depending on the circumstances it can be several times faster (observed 120x-6x speedup).

 

As I said, this process is experimental, but I welcome any feedback if anyone uses it, let me know how well it works.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • After reinstalling and rebuilding server, now I get another error which is Internal Exception: io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(2829) + length(1) exceeds writerIndex(2829): UnpooledHeapByteBuf(ridx: 2829, widx: 2829, cap: 2829/2829)
    • In 1.20.1, while creating an addon(mod) for Epic Fight, I tried to runclient and it crashed with the following error rg.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [mixins.epicfight.json:MixinEntityRenderer] from phase [DEFAULT] in config [ mixins.epicfight.json] FAILED during APPLY Could you please tell me how to solve this problem? build.gradle   plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' //id 'org.parchmentmc.librarian.forgegradle' version '1.+' //id 'org.spongepowerd.mixin' version '0.8.5' } version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { // The mappings can be changed at any time and must be in the following format. // Channel: Version: // official MCVersion Official field/method names from Mojang mapping files // parchment YYYY.MM.DD-MCVersion Open community-sourced parameter names and javadocs layered on top of official // // You must be aware of the Mojang license when using the 'official' or 'parchment' mappings. // See more information here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md // // Parchment is an unofficial project maintained by ParchmentMC, separate from MinecraftForge // Additional setup is needed to use their mappings: https://parchmentmc.org/docs/getting-started // // Use non-default mappings at your own risk. They may not always work. // Simply re-run your setup task after changing the mappings to update your workspace. mappings channel: mapping_channel, version: mapping_version // When true, this property will have all Eclipse/IntelliJ IDEA run configurations run the "prepareX" task for the given run configuration before launching the game. // In most cases, it is not necessary to enable. // enableEclipsePrepareRuns = true // enableIdeaPrepareRuns = true // This property allows configuring Gradle's ProcessResources task(s) to run on IDE output locations before launching the game. // It is REQUIRED to be set to true for this template to function. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html copyIdeResources = true // When true, this property will add the folder name of all declared run configurations to generated IDE run configurations. // The folder name can be set on a run configuration using the "folderName" property. // By default, the folder name of a run configuration is the name of the Gradle project containing it. // generateRunFolders = true // This property enables access transformers for use in development. // They will be applied to the Minecraft artifact. // The access transformer file can be anywhere in the project. // However, it must be at "META-INF/accesstransformer.cfg" in the final mod jar to be loaded by Forge. // This default location is a best practice to automatically put the file in the right place in the final jar. // See https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/ for more information. // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Default run configurations. // These can be tweaked, removed, or duplicated as needed. runs { // applies to all the run configs below configureEach { workingDirectory project.file('run') // Recommended logging data for a userdev environment // The markers can be added/remove as needed separated by commas. // "SCAN": For mods scan. // "REGISTRIES": For firing of registry events. // "REGISTRYDUMP": For getting the contents of all registries. property 'forge.logging.markers', 'REGISTRIES' // Recommended logging level for the console // You can set various levels here. // Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels property 'forge.logging.console.level', 'debug' mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } // This run config launches GameTestServer and runs all registered gametests, then exits. // By default, the server will crash when no gametests are provided. // The gametest system is also enabled by default for other run configs under the /test command. gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { // example of overriding the workingDirectory set in configureEach above workingDirectory project.file('run-data') // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } // Include resources generated by data generators. sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { // Put repositories for dependencies here // ForgeGradle automatically adds the Forge maven and Maven Central for you maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } // If you have mod jar dependencies in ./libs, you can declare them as a repository like so. // See https://docs.gradle.org/current/userguide/declaring_repositories.html#sub:flat_dir_resolver // flatDir { // dir 'libs' // } } dependencies { // Specify the version of Minecraft to use. // Any artifact can be supplied so long as it has a "userdev" classifier artifact and is a compatible patcher artifact. // The "userdev" classifier will be requested and setup by ForgeGradle. // If the group id is "net.minecraft" and the artifact id is one of ["client", "server", "joined"], // then special handling is done to allow a setup of a vanilla dependency without the use of an external repository. minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" // Example mod dependency with JEI - using fg.deobf() ensures the dependency is remapped to your development mappings // The JEI API is declared for compile time use, while the full JEI artifact is used at runtime // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-common-api:${jei_version}") // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-forge-api:${jei_version}") // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}-forge:${jei_version}") implementation fg.deobf("curse.maven:epic-fight-mod-405076:5922122") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' // Example mod dependency using a mod jar from ./libs with a flat dir repository // This maps to ./libs/coolmod-${mc_version}-${coolmod_version}.jar // The group id is ignored when searching -- in this case, it is "blank" // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}") // For more info: // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } // This block of code expands all declared replace properties in the specified resource targets. // A missing property will result in an error. Properties are expanded using ${} Groovy notation. // When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html tasks.named('processResources', ProcessResources).configure { var replaceProperties = [ minecraft_version: minecraft_version, minecraft_version_range: minecraft_version_range, forge_version: forge_version, forge_version_range: forge_version_range, loader_version_range: loader_version_range, mod_id: mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version, mod_authors: mod_authors, mod_description: mod_description, ] inputs.properties replaceProperties filesMatching(['META-INF/mods.toml', 'pack.mcmeta']) { expand replaceProperties + [project: project] } } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ") ]) } // This is the preferred method to reobfuscate your jar file finalizedBy 'reobfJar' } // However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing: // tasks.named('publish').configure { // dependsOn 'reobfJar' // } // Example configuration to allow publishing using the maven-publish plugin publishing { publications { register('mavenJava', MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } } } tasks.withType(JavaCompile).configureEach { options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation }  
    • I have a custom 3d model which works perfectly. BUT I want it to be held diffrently on the players hand when the item is being used. My JSON file under assets/examplemod/items looks like this: { "model": { "type": "minecraft:condition", "on_false": { "type": "minecraft:model", "model": "examplemod:item/example_item" }, "on_true": { "type": "minecraft:model", "model": "examplemod:item/example_item_using" }, "property": "minecraft:using_item" } }   This works fine until the item is used. The correct model will be displayed but with a full black texture instead of the actuall texture. Any idea why? (I want to use the exact same texture for both items, because their model is the same just diffrent displays on firstperson_righthand and firstperson_lefthand). The models JSON's are fully blockbench files inlcuding the elements, display, textures with texture_size.   Also is this the correct way to do it? Because it feels so dumb to change the exact same model just for a diffrent right- and lefthand view.   (fyi: ItemUseAnimation is BLOCK for this item)
    • I just backed up my world then tried to create new mod with currently equipped mod but with new world still made same error. Sooo I think it's not world error. also It's working fine on singleplayer. + but it made some another weird error with new world
    • Maybe the file is too large - you can upload the log file via Mediafire
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.