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Decompile a mod


DarkNinja2462

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I already searched this on Google, and i got results that don't work and are either: too old, not forge, too vague, or senseless. I want to do this wit MCP. I don't know of anything else. I just want to  make a mod that uses another mod's api, but i don't know how to use certain things. I have the api source, but not the mod itself. I am getting really frustrated with Google so HELP ME!!!!!  :'( >:(

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So you want to decompile a mod eh?

Step 1 Get bearded Octo nemesis, it will deobsfucate the code (Note: The input and output folder both need to be zips)

Step 2 Get jdgui and open the output zip with it

Step 3 in jdgui in file there should be an option called save all sources, press it

Step 4 open the zip jdgui makes, and drag all it's contents into your src package from eclipse

Step 5 Your done! Now pat yourself on the back and give me a thank you since this is hard to obtain information

Notes/Warnings

Note: in bearded Octo nemesis, the Mcp folder is used for the deobsfucation so choose the folder appropriately

Note: go into the properties of beard Octo nemesis and disable security on it(you need to do this otherwise your computer won't give it access to the input file, and it'll spit out an access denied error)

Note: This is not perfect, there will be quite a few errors in the code when you dump it into eclipse, fix them appropriately!

 

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

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First the Rules of Minecraft Modding:

 

Every Mod must be Free!

No Mod has be a owner (He can say that only one does read him)

And a view other things.

 

You can decompile every mod with the basic MCP.

 

First install the basic MCP (Without Forge!)

Put everything what the mod need in the minecraftjar!

Put the mod into the minecraftjar!

Start Decompile.bat!

the mod will be decompiled.

 

I did it with IC2, Forestry, Buildcraft,,Railcraft, notEnoughItems, Craftingguild, Redpower2 all in 1.2.5

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no change, but u can use a mcp whitch u installed forge(because it edifys some mcp files)and u need to extract the forge libs into the jar then just install forge,the mod and delete meta inf

then just click decompile.bat, sucefully made for a mod that a updated(fossils and archeology to a private 1.4.7 server)

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Dark ninjya when the mcp say class not found then you have to look which mod is this implementing?

Industrialcraft needs for decompile these mods:

 

Forge/Modloader, Chickenbonescore, NotEnoughtItems, Craftingguild, Buildcraft 2/3

 

without these he would tell class not found.

 

 

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You can decompile every mod with the basic MCP.

 

First install the basic MCP (Without Forge!)

Put everything what the mod need in the minecraftjar!

Put the mod into the minecraftjar!

Start Decompile.bat!

the mod will be decompiled.

 

I did it with IC2, Forestry, Buildcraft,,Railcraft, notEnoughItems, Craftingguild, Redpower2 all in 1.2.5

Wait, do i need to install it into minecraft_server.jar too?

Like thaumcraft3, i need extrabiomes, forge, and forestry, or just thaumcraft 3 and forge into the minecraft.jar and minecraft_server.jar?

 

EDIT: I tried it, added forge and thaumcraft3 into minecraft.jar and minecraft_server.jar. Removed extrabiomes and forestry folders from both. Got this  :-\

 

...............normal stuff...............
> Creating Retroguard config files 
!! Missing client jar file. Aborting !! 
! Modified jar detected. Unpredictable results !!
Decompiling server using fernflower 
> Creating SRGs 
> Applying Retroguard 
“C:\Progran Piles\Java\jdkl.7.0_01\bin\java” —cp ‘runtime\bin\retroguard.jar;lib;lib\*;jars\minecraf…' failed : 1 
== ERRORS FOUND == 
Unrecoverable error during obfuscation, see log file for details. 
RetroGuard error: COM.rl.obf.classfile.ClassPileException: ClassNotFound ats 
Deconpile failed 

Press any key to continue . . .

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