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Structure of a mod


nosknut

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My skills:

I am new to minecraft modding. I can decompile a mod, change the code to change the way the mod behavess and looks. I have a knowledge of java that is above basic.

 

My problem:

I am having a hard timme understanding the structure of forge. The structure being how it is arranged, how the game is loading the mod, how the items in the mod are added and how items operate and how they , throw and catch events ingame. I know there are certain classes and public voids that can be used for this (i have been looking over some tutorials) but i am unable to see the bigger picture. The best help would be sime kind of illusration.

 

Fyi: If youre awnser contains "iwgify" or "google is your'e friend" i prefer hat you pretend you never saw this post as i would not ask this without doing so first. Aka: if you have nothing of value to add, dont add it.

Edited by nosknut
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Provided you know Java (or another similar programming language), the best way to learn it is to start making stuff, starting simple. a simple block, a simple item, a more complex block/item, tile entities, containers. There a ton of code examples (both good and bad) littered about the internet and these forums. Don't copy and paste code, even if you're using exactly what's there, still type it out, it gives you a feel for things, and sometimes code completion pops up and you see something cool to check out. Read the minecraft forge docs, they aren't a tutorial, but they have a lot of good information about how some things work.

Then as you're messing with stuff, you'll run into more specific questions, come post here, and people will help. I'd say when I very first started, the things I had to wrap my head around were many things in Minecraft being singletons, proper registration of stuff (blocks/items/etc), and the "sides" concept.

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8 hours ago, nosknut said:

I am new to minecraft modding. I can decompile a mod

That's a difficult starting point. You'd do well to do a basic "first mod" from scratch, place textual markers at key locations within it, compile it, and see what comes out the other end of the compiler. Maybe this will give you insight into the interpretation of a decompiled mod.

 

BTW, Why do you want to decompile a mod? There may be easier ways to reach your goal (depending on what it is).

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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Thank you gys for good informaion. As for

On 2.6.2017 at 9:34 PM, jeffryfisher said:

Why do you want to decompile a mod? There may be easier ways to reach your goal (depending on what it is).

I am currently modefying WarpdriveMod to behave differently in the hyperspace dimmension. The admin on the server is also the creator of the modpack, so he has done some changes to the code that i would need to work with. The idea is that when a specific region of blocks enter a dimmension, there will be a timer that records the time spent in the dimm, wich will be translated to the coordinates that the region will be transported to in another dimm. How the cordinates change (+-x og +-z) depends on the "direction" the region of blocks/ship is facing inside the dimmension. (Watch stargate atlantis as refrence)

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