Jump to content

Recommended Posts

Posted (edited)

Hey there,

 

[1.16.5-36.0.58] + [IntelliJ IDEA]

how can I interact with Mods in my own created Mod?

For example If I want to add a Crafting Recipe with a specific Item / Block from a different Mod that results in one of my custom made Items.

I tried to put the Different_Mod.jar in "Workspace\ModName\run\mods" but that doesnt seem to work it always ends up in a crash if I try to start the Project. (Is it normal that if you put mods in there it starts to crash when trying to launch?)

 

Anyone here that can help me out?

 

PS: Image below is just when I start to add the Different_Mod.jar in the mods folder within the Project, frequently happens to any mod I put in there.

weird.png

Edited by Bloodheaven
Posted
13 hours ago, diesieben07 said:

You have to use fg.deobf in your gradle dependency, because mods get obfuscated when building and cannot work in a dev env anymore after that.

 

13 hours ago, diesieben07 said:

You have to use fg.deobf in your gradle dependency, because mods get obfuscated when building and cannot work in a dev env anymore after that.

I dont seem to find it, do you mean in this box in the picture? I am quite new in creating Mods.

dunno.png

Posted (edited)
1 hour ago, diesieben07 said:

No, in your build.gradle.

How did you add the mod to your workspace?

I did not add the mod to the workspace because I dont know how to, I cant simply add a .jar file to a project or can I? Or do I have to put the .class files inside the .jar file into my project and if so how would I approach this?

 

PS: I just downloaded the MDK renamed it, opened IntelliJ open as Project it started downloading and then I went through some mod creation tutorials.

Edited by Bloodheaven
Additional Info
Posted

It's worth noting that you'll need to find "Different Mod"'s gradle repository (in my case jitpack), and add it to your dependencies. (If you haven't removed them already, there will be a bunch of comments here with examples too.)

Here I am importing a (currently unreleased) mod of mine called LabKore on version 1.3.0-SNAPSHOT from GitHub.

repositories {
	maven { url 'https://jitpack.io' }
}

dependencies {
    minecraft 'net.minecraftforge:forge:1.16.5-36.0.54'
	
    implementation fg.deobf('com.github.ThatBlockyPenguin:LabKore:v1.3.0-SNAPSHOT')
}

 

I hope that helps!

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.