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Posted

What I mean is, how do I add a mod to the runClient's "mods" folder and load it to test with it, say, for compatibility.

 

My mod is incompatible with another mod, and I need to test some things, however when I try and launch the game with the mod in the mods folder (for the client in the run folder), it crashes (which I think is because it's trying to parse the JAR file for the mod I included).

How do I use a temporary dependency mod for testing?

I am on my journey of making a remake of matmos, as explained here.

Compiled mods are expecting to run against obfuscated code, but the dev environment is deobfuscated. This used to still work in older versions of Forge, but the feature seemingly got lost with the 1.14+ rewrite.

If the mod you want to use is open source, you might be able to use JitPack as a workaround.

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

  • Author

Aye, that's a massive downfall and something that, imho, should have been a higher priority before releasing the 1.14+ rewrite. Anyways, thanks for the help, I'll try out JitPack! :)

I am on my journey of making a remake of matmos, as explained here.

For mods with Maven repositories, you can use fb.deobf dependencies like this. This deobfuscates the mod for you.

Edited by Choonster

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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