Posted April 25, 201312 yr Well, how do i make an info andn icon to be displayed in "mods" menu in game? If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 25, 201312 yr Author Well, how do i make an info andn icon to be displayed in "mods" menu in game? If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 25, 201312 yr See this https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file. You want the property logoFile. Make sure when you compile the mod that you put the mcmod.info file in the jar/zip root, and the picture in the proper path.
April 25, 201312 yr See this https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file. You want the property logoFile. Make sure when you compile the mod that you put the mcmod.info file in the jar/zip root, and the picture in the proper path.
April 25, 201312 yr Author Thanks. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 25, 201312 yr Author Thanks. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 25, 201312 yr Hard coding your mod info is easier Yeah. In the preinit event you can actually call getEventMetaData() or something like that, which lets you set the mcmod info stuff dynamically. Although, it doesn't work unless you have a mcmod.info in the first place (it must have at least the mod id), so it's kinda pointless.
April 25, 201312 yr Hard coding your mod info is easier Yeah. In the preinit event you can actually call getEventMetaData() or something like that, which lets you set the mcmod info stuff dynamically. Although, it doesn't work unless you have a mcmod.info in the first place (it must have at least the mod id), so it's kinda pointless.
April 25, 201312 yr Nope you don't need a MC .modinfo file you have to set autogenerated to false. I use: @PreInit public void randomName(FMLPreInitializationEvent event){ ModMetadata m = event.getModMetadata(); m.autogenerated = false; m.modid = ID; m.version = VERSION; m.name = NAME; m.description = description; m.authorList.add(authorNam);} and it works. for multiple mods in the same workspace /horray I think its my java of the variables.
April 25, 201312 yr Nope you don't need a MC .modinfo file you have to set autogenerated to false. I use: @PreInit public void randomName(FMLPreInitializationEvent event){ ModMetadata m = event.getModMetadata(); m.autogenerated = false; m.modid = ID; m.version = VERSION; m.name = NAME; m.description = description; m.authorList.add(authorNam);} and it works. for multiple mods in the same workspace /horray I think its my java of the variables.
April 25, 201312 yr Author Thanks, but i have already done that with mcmod.info file. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 25, 201312 yr Author Thanks, but i have already done that with mcmod.info file. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 26, 201312 yr Nope you don't need a MC .modinfo file you have to set autogenerated to false. I use: @PreInit public void randomName(FMLPreInitializationEvent event){ ModMetadata m = event.getModMetadata(); m.autogenerated = false; m.modid = ID; m.version = VERSION; m.name = NAME; m.description = description; m.authorList.add(authorNam);} and it works. for multiple mods in the same workspace /horray Oh awesome. I was kinda fishing for a response and got it I did some testing, and here are my comments: - Setting the mod meta data dynamically is less error prone (won't forget to move the mcmod.info file for example, although build scripts are the best) - the modid, mod version, and mod name are populated from the Mod annotation if you set autogenerated to false - You do need to set the description property! If you don't you will get a null pointer exception when someone tries to open your mod info page - If you have a mcmod.info file still, it will not work
April 26, 201312 yr Nope you don't need a MC .modinfo file you have to set autogenerated to false. I use: @PreInit public void randomName(FMLPreInitializationEvent event){ ModMetadata m = event.getModMetadata(); m.autogenerated = false; m.modid = ID; m.version = VERSION; m.name = NAME; m.description = description; m.authorList.add(authorNam);} and it works. for multiple mods in the same workspace /horray Oh awesome. I was kinda fishing for a response and got it I did some testing, and here are my comments: - Setting the mod meta data dynamically is less error prone (won't forget to move the mcmod.info file for example, although build scripts are the best) - the modid, mod version, and mod name are populated from the Mod annotation if you set autogenerated to false - You do need to set the description property! If you don't you will get a null pointer exception when someone tries to open your mod info page - If you have a mcmod.info file still, it will not work Although the mcmod file is there for a reason. It's for custom launcher and for Forge useful, since they don't need to obtain those infos by searching through the classpath and look for classes with the @Mod annotation (especially for custom launchers very useful). If you accept the fact that the mod info isn't read correctly by custom launchers, then you can stick with it. Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.
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