Jump to content

Recommended Posts

Posted

Hi, im making a mod and for some modules in really need to edit some vanilla classes and i have some questions, 

first, suppose that class A implements IFMLLoadingPlugin and class B implements IClassTransformer, does class A loads class B?

And do i have to call class A from Main class in for example preinit event?

What i did create a normal mod and then add those classes to use asm and call class A in preinit event but the asm part isnt working, it doesnt show in log when i run the server so what im doing wrong?

Please help im new to modding

Thanks!

 

 

Posted
1 minute ago, enderMague said:

some modules in really need to edit some vanilla classes

Can you give examples of things that would need this? There are so many things that you can do before the core modding. There are:

 

1) Many fields that are fully public already. You can directly replace those with your own versions without core mode. For example, you want your own TextureManager, simply replace it. Want your own RenderGlobal, just replace it. You want EntityZombie to have different AI just replace it. And so forth. (Of course if multiple mods try to do the same replacement there would be an incompatibility, but coremodding already presents that concern.)

 

2) You can use Java reflection to do the same type of replacements for any of the private fields. For example, if you want your own version of the LanguageManager use reflection to replace it.

 

3) Forge provides tons of events that allow you to intercept most common vanilla processing and replace it with your own.

 

So let us know what you're trying to do and see if you really, really need a core mod.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

ok i want to edit a method in nethandlerloginserver to allow nopremium players join a online mode true server but with some disadvantages encouraging them to buy premium, server must have online mode on so premium players can join normally, i can try to subscrive to playerjoinevent and replicate the vanilla auth in my mod and change online mode to false but i think that it could make it incompatible with other mods or sponge plugins and any change i could do at that point could conflict with other mods that check the gameprofile of players, instead if i edit the method it wont conflict with anything since is one of the first methods that get executed when a player connects.

 

Posted

User was banned for attempting to bypass server Online mode.

  • Haha 1

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Guest
This topic is now closed to further replies.

Announcements



×
×
  • Create New...

Important Information

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