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[solved]Mod info n' icon?


Naiten
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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.

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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.

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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.

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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.

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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 xD 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

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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 xD 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.

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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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