Posted May 9, 201312 yr I'm trying to convert an extensive mod that I've been writing into a coremod (I need some ASM capabilities for some features). However, I can't really find much information on how that is supposed to work, or how a coremod is supposed to be structured internally. Do you still use the @Mod/@NetworkMod annotations, or does the mod's IFMLLoadingPlugin object function as the new "base" class of the mod? If so, how do you specify a PacketHandler and other information that usually gets inputted into those annotations? Or do I have this all wrong, and a coremod is supposed to be a separate entity from the main body of the mod? Any information would be helpful at this point.
May 11, 201312 yr How to write coremod with access transformers: http://www.minecraftforge.net/wiki/Using_Access_Transformers Immibis microblocks (his mod packages also contain sources; see mods.immibis.microblocks.coremod package there, start from MicroblocksCoreMod class): http://www.minecraftforum.net/topic/1001131-15-immibiss-mods-smp-tubestuff-5400-core-5402-da-5400-infinitubes-5401-liquid-xp-5401-microblocks-5408/ Also check CodeChickenCore, though it's vast and not so easy to understand.
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