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How to add another mod to his workspace on Eclipse? (a mod dependency)


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Posted

Hello, I am a beginner developer, and I apologize if the question has already been asked but I did not find it on the forums.
I created a mod (BetterShears) that is already available on Curse.
This mod adds new shears with Vanilla materials (Wood, Stone, Gold, Diamond, etc), and what I would like to do is add new shears with materials from other mods (Like Immersive Engineering, Thermal, Mekanism, etc.)
such as copper, steel, lead, etc.
So my question would be how to do with these mods? Some modders give the solution to add their mod in the workspace on Eclipse like for example JEI or RedstoneFlux but this is not the case for all modders. Is there a universal way to add a mod on Eclipse with the "build.gradle"?

 

For example for RestoneFlux add this in the "build.gradle" file:

 

repositories {
    maven {
        name = "CoFH Maven"
        url = "http://maven.covers1624.net"
    }
}

dependencies {
    deobfCompile "cofh:RedstoneFlux:1.12-2.0.0.1:universal"
}

 

Posted

I'm fairly sure the MDK's build.gradle has comments in the dependencies block that describes how to add dependencies to your workspace.

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Posted

That snippet you posted adds a place to get a dependency from, and a dependency to download. When you re-import your gradle project and/or run setupDecompWorkspace gradle will try and find this dependency. If it finds it, it will download it and because of the "deobfCompile" keyword it will deobfuscate it and remap it to your current MCP mappings. You might want to read https://docs.gradle.org/current/userguide/declaring_dependencies.html. You can also add dependencies by directly dropping them into ProjectRoot/libs/ and reimporting your gradle project and/or running setupDecompWorkspace (These will deobfuscate your library too).

 

Actually adding your shears based on these mods is a whole other topic/issue, and depends on the mod you're adding compatibility with. If you always want these other metals, or don't want to deal with separate metals for every mod, you could use one of the popular Metal libraries like BaseMetals for example.

 

I'm assuming you're doing this for 1.12.2.

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Posted
  On 3/16/2019 at 4:15 PM, Cadiboo said:

That snippet you posted adds a place to get a dependency from, and a dependency to download. When you re-import your gradle project and/or run setupDecompWorkspace gradle will try and find this dependency. If it finds it, it will download it and because of the "deobfCompile" keyword it will deobfuscate it and remap it to your current MCP mappings. You might want to read https://docs.gradle.org/current/userguide/declaring_dependencies.html. You can also add dependencies by directly dropping them into ProjectRoot/libs/ and reimporting your gradle project and/or running setupDecompWorkspace (These will deobfuscate your library too).

 

Actually adding your shears based on these mods is a whole other topic/issue, and depends on the mod you're adding compatibility with. If you always want these other metals, or don't want to deal with separate metals for every mod, you could use one of the popular Metal libraries like BaseMetals for example.

 

I'm assuming you're doing this for 1.12.2.

Expand  

Yes, I forgot to say that my problem was for 1.12.2

So, if I understood, the example I put above is to download the mod from the internet?
If so, how to import a mod that I download myself? And what should I put in the "build.gradle" file to compile the mod with my project?

Posted
  On 3/16/2019 at 6:13 PM, Zilkoniss said:

So, if I understood, the example I put above is to download the mod from the internet?

Expand  

Yes

 

  On 3/16/2019 at 6:13 PM, Zilkoniss said:

If so, how to import a mod that I download myself?

Expand  
  On 3/16/2019 at 4:15 PM, Cadiboo said:

You can also add dependencies by directly dropping them into ProjectRoot/libs/ and reimporting your gradle project and/or running setupDecompWorkspace (These will deobfuscate your library too).

Expand  

 

  On 3/16/2019 at 6:13 PM, Zilkoniss said:

And what should I put in the "build.gradle" file to compile the mod with my project?

Expand  

What do you mean by this? Any dependencies downloaded by gradle or in /libs/ will be available when you compile your mod in a dev environment or build your mod for release. If you mean packaging the dependency inside your mod's jar, you need to get permission from the mod's author first.

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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