The Meaning of Life, the Universe, and Everything.
Join Date:
2/17/2012
Posts:
49
Minecraft:
Pyroglyph
Member Details
Okay so I want to have some camoflage gear in my mod, but I don't want to make the items it's going to be made with. Instead, I want to use Plantballs from IC2 but I have no clue on how to get the mod into my Eclipse project. I would guess I would have to decompile the IC2 source and add it to my project and use it like that but I would feel bad about decompiling someone's mod they have worked hard on. Is there any other way to do it?
This would help this mod and my future ones to be integrated with the good mods and have an even better and integrated experience! After all, everyone hates having a modpack with 4 types of copper with different textures which aren't compatible with one another!
Are you only interested in re-texturing items, or changing their behavior? I think other mods can be be re-textured by just replacing their assets -- more like a resource pack than a mod.
If you want your mod to actively (i.e. during execution) replace textures, there are probably a few ways to do it. You could for instance register your own renderer class to the items, or you could intercept the render event. I'm sure someone here knows an even simpler way, but those two come to mind.
I don't want to make the items it's going to be made with. Instead, I want to use Plantballs from IC2 but I have no clue on how to get the mod into my Eclipse project.
Are you only interested in re-texturing items, or changing their behavior? I think other mods can be be re-textured by just replacing their assets -- more like a resource pack than a mod. If you want your mod to actively (i.e. during execution) replace textures, there are probably a few ways to do it. You could for instance register your own renderer class to the items, or you could intercept the render event. I'm sure someone here knows an even simpler way, but those two come to mind.
Quite self explanatory that he wants to use the Plantballs from IC2 to craft the armour
Quite self explanatory that he wants to use the Plantballs from IC2 to craft the armour
But "use" doesn't mean "change". I'm asking what he wants to change. Like if he needs to override methods and such. It sounds like he does want to change textures, but not clear at all that he wants to change their behavior.
You can "use" other mod's items in your mod's crafting recipes without changing anything, and otherwise make use of them. That wouldn't require any access to the other mod's source code.
If the mod does in fact have a published API, then that would be helpful for any actual changes needed.
But "use" doesn't mean "change". I'm asking what he wants to change. Like if he needs to override methods and such. It sounds like he does want to change textures, but not clear at all that he wants to change their behavior.
I don't want to change anything in IC2. Xuluf got the idea, I want to use IC2 items as an item in a crafting recipe my mod adds.
Okay so I have imported the API to my project but can't use the 'import' line to use any of the IC2 things. Eclipse acts like it doesn't exist. No doubt I have either imported it incorrectly or I am missing something blatently obvious.
I don't want to change anything in IC2. Xuluf got the idea, I want to use IC2 items as an item in a crafting recipe my mod adds.
I will look for the API. Thank you all again.
I'm not sure you need the API to use things in the crafting recipes. I think you should make sure that your mcmod.info file lists the IC2 as a dependency (you can also check from your mod to ensure that IC2 is actually present) and then just create recipes that use them.
For example, I think you can look up items in other mods using the GameRegistry findItem() method where you put in the modid and item name as strings.
I'm not sure you need the API to use things in the crafting recipes. I think you should make sure that your mcmod.info file lists the IC2 as a dependency (you can also check from your mod to ensure that IC2 is actually present) and then just create recipes that use them.
For example, I think you can look up items in other mods using the GameRegistry findItem() method where you put in the modid and item name as strings.
Okay, I was thinking of making it check to see if IC2 was present, and if not, create a clone of the plantball item. Which would be cool. Although the mcmod.info idea sounds easy, it would require people to get it even if they didn't want it (it makes some people lag) so thats where the plantball clone comes from. The clone wouldn't have all the IC2 functions in it as the mod wouldn't be installed, but if it was, the clone wouldn't be implemented. If you catch my drift.
In case you didn't get that, let me give you some pseudocode:
if (IC2exists == true)
{
//add recipe for ic2 plantball here
}
else
{
public void Item Plantball = new PlantBallClone();
//register the textures and lang and stuff
}
I think you should make sure that your mcmod.info file lists the IC2 as a dependency (you can also check from your mod to ensure that IC2 is actually present) and then just create recipes that use them.
Okay, so how would I check if IC2 exists? And how would I find it's internal name (ic2 / IC2 / mod_ic2 / mod_IC2 etc etc)? I really have no clue. I normally dabble in C# and can think of a method to check if a file exists but not Java as I'm new to that. Is this the right place to be asking? Am I asking the right questions?
And how would I find it's internal name (ic2 / IC2 / mod_ic2 / mod_IC2 etc etc)?
Either a] look at the source code (if open source, or peek with JD-GUI, or ask the developers), or b] using the GameRegistry, print all the items out to the console and find the ones you need.
Either a] look at the source code (if open source, or peek with JD-GUI, or ask the developers), or b] using the GameRegistry, print all the items out to the console and find the ones you need.
Thanks for your help, I'll try your isModLoaded code when I can. Also I had a look at it with JD-GUI before looking at this post and found that the ModID was just IC2.
I'll also take a look at your Modding With APIs as soon as I can
EDIT: One problem is, I can't find the Plantball in the IC2 jar (decompiled in JD-GUI) so I don't know which unlocalized name to use for it. Another problem is that my mcmod is messed up (eclipse said I had an extra one so I deleted the clone and now it says I don't have one) and also I don't know where to put it. And it's not checking if IC2 exists as I can start my Minecraft without IC2 being installed.
EDIT: One problem is, I can't find the Plantball in the IC2 jar (decompiled in JD-GUI) so I don't know which unlocalized name to use for it. Another problem is that my mcmod is messed up (eclipse said I had an extra one so I deleted the clone and now it says I don't have one) and also I don't know where to put it. And it's not checking if IC2 exists as I can start my Minecraft without IC2 being installed.
Checking if it exists versus making it a required mod for yours to load are two very different things. I thought you wanted one recipe IF it is loaded, and another recipe if it is not loaded; if you make it required, then your mod will not be able to load without IC2, effectively making your mod an IC2 extension, and not a standalone mod. If that's what you want to do, no problem, but please be clear about that when you ask
mcmod.info should be in your resources package, and only in that package: "src/main/resources/mcmod.info", for example.
if you make it required, then your mod will not be able to load without IC2, effectively making your mod an IC2 extension, and not a standalone mod. If that's what you want to do, no problem, but please be clear about that when you ask
mcmod.info should be in your resources package, and only in that package: "src/main/resources/mcmod.info", for example.
Okay I didn't think about it like that, maybe I shouldn't make IC2 a dependency. I also have put my mcmod.info into the folder you specified.
Now I'm using the console to check whether IC2 is loading or not. I've placed the IC2 jar in the mods folder (the mods folder being alongside the src, eclipse and bin folders etc) and it's not even loading when I test Minecraft. Have I put it in the wrong place? I have no idea.
I've placed the IC2 jar in the mods folder (the mods folder being alongside the src, eclipse and bin folders etc) and it's not even loading when I test Minecraft. Have I put it in the wrong place? I have no idea.
Yes, that's the wrong place. The 'mods' folder is a folder inside whatever directory you assigned as the working directory in the run configuration; for most people, that is "YourMod/eclipse/", in which you will generally find the following folders: assets, config, logs, resources, and saves. Put your 'mods' folder in that 'eclipse' directory along with the rest, and it will load any mods in there when you run your mod through Eclipse.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/17/2012
Posts:
49
Minecraft:
Pyroglyph
Member Details
Thanks, I added IC2 to that mods folder and now I get this error:
[22:21:21] [main/WARN] [FML]: The coremod ic2.core.coremod.IC2core does not have a MCVersion annotation, it may cause issues with this version of Minecraft
java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
[22:21:21] [main/ERROR] [FML]: An error occurred trying to configure the minecraft home at C:\Users\Pyroglyph\Desktop\modding\eclipse\. for Forge Mod Loader
java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11) ~[industrialcraft-2_2.0.386-experimental.jar:?]
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) ~[?:1.7.0_55]
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_55]
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_55]
at java.lang.reflect.Constructor.newInstance(Unknown Source) ~[?:1.7.0_55]
at java.lang.Class.newInstance(Unknown Source) ~[?:1.7.0_55]
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Exception in thread "main" java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I believe it's something to do with a coding error in IC2?
Thanks, I added IC2 to that mods folder and now I get this error:
[22:21:21] [main/WARN] [FML]: The coremod ic2.core.coremod.IC2core does not have a MCVersion annotation, it may cause issues with this version of Minecraft
java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
[22:21:21] [main/ERROR] [FML]: An error occurred trying to configure the minecraft home at C:\Users\Pyroglyph\Desktop\modding\eclipse\. for Forge Mod Loader
java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11) ~[industrialcraft-2_2.0.386-experimental.jar:?]
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) ~[?:1.7.0_55]
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_55]
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_55]
at java.lang.reflect.Constructor.newInstance(Unknown Source) ~[?:1.7.0_55]
at java.lang.Class.newInstance(Unknown Source) ~[?:1.7.0_55]
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214) ~[forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112) [forgeSrc-1.7.2-10.12.1.1060.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Exception in thread "main" java.lang.NoSuchMethodError: cpw.mods.fml.relauncher.FMLRelaunchLog.makeLog(Ljava/lang/String;)V
at ic2.core.coremod.IC2core.<init>(IC2core.java:11)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:424)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:312)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:112)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I believe it's something to do with a coding error in IC2?
Maybe, you did say you were using an experimental version, which in my experience are certainly not guaranteed to even compile depending on how the author(s) set up their code system. My code gets rendered useless from time to time when I update major components, as I don't bother to create new branches for stuff like that, I just do it bits at a time until it all works again. Works for me since I'm the only one coding, but it would be a mess otherwise.
Another possible problem is that IC2 is a coremod, meaning they change parts of Minecraft's code via byte-code manipulation; if the source version of Minecraft that you are using (Forge 1060 or whatever) is different than the version IC2 used, there is a chance that the deobfuscation mappings changed and it will not run. Core mods are really a pain to work with, even when you get all the versions to match.
Maybe, you did say you were using an experimental version, which in my experience are certainly not guaranteed to even compile depending on how the author(s) set up their code system.
Core mods are really a pain to work with, even when you get all the versions to match.
Yes, I did wonder about the experimental version. And I read your API tutorial so I know coremods are a pain. I didn't realise it was a coremod but come to think of it, I did see some packages like 'ic2.core' but I thought that was just a baseplate for the mod author to build around when updates came about.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/17/2012
Posts:
49
Minecraft:
Pyroglyph
Member Details
You know what? I don't think I'm ready for a challenge of mod integration yet. I think I'll stick with the simpler stuff for now.
Thank you all so much for your time and help! You have helped me gain a better understanding of Java, and therefore, the universe (to a certain extent).
I bid you goodbye on this topic and I wish you well on all of your adventures!
This would help this mod and my future ones to be integrated with the good mods and have an even better and integrated experience! After all, everyone hates having a modpack with 4 types of copper with different textures which aren't compatible with one another!
Thanks, Pyro.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
If you want your mod to actively (i.e. during execution) replace textures, there are probably a few ways to do it. You could for instance register your own renderer class to the items, or you could intercept the render event. I'm sure someone here knows an even simpler way, but those two come to mind.
Quite self explanatory that he wants to use the Plantballs from IC2 to craft the armour
Art by me: MrPancakeWolfie@DeviantArt
But "use" doesn't mean "change". I'm asking what he wants to change. Like if he needs to override methods and such. It sounds like he does want to change textures, but not clear at all that he wants to change their behavior.
You can "use" other mod's items in your mod's crafting recipes without changing anything, and otherwise make use of them. That wouldn't require any access to the other mod's source code.
If the mod does in fact have a published API, then that would be helpful for any actual changes needed.
I don't want to change anything in IC2. Xuluf got the idea, I want to use IC2 items as an item in a crafting recipe my mod adds.
I will look for the API. Thank you all again.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Okay so I have imported the API to my project but can't use the 'import' line to use any of the IC2 things. Eclipse acts like it doesn't exist. No doubt I have either imported it incorrectly or I am missing something blatently obvious.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
I'm not sure you need the API to use things in the crafting recipes. I think you should make sure that your mcmod.info file lists the IC2 as a dependency (you can also check from your mod to ensure that IC2 is actually present) and then just create recipes that use them.
For example, I think you can look up items in other mods using the GameRegistry findItem() method where you put in the modid and item name as strings.
Okay, I was thinking of making it check to see if IC2 was present, and if not, create a clone of the plantball item. Which would be cool. Although the mcmod.info idea sounds easy, it would require people to get it even if they didn't want it (it makes some people lag) so thats where the plantball clone comes from. The clone wouldn't have all the IC2 functions in it as the mod wouldn't be installed, but if it was, the clone wouldn't be implemented. If you catch my drift.
In case you didn't get that, let me give you some pseudocode:
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Okay, so how would I check if IC2 exists? And how would I find it's internal name (ic2 / IC2 / mod_ic2 / mod_IC2 etc etc)? I really have no clue. I normally dabble in C# and can think of a method to check if a file exists but not Java as I'm new to that. Is this the right place to be asking? Am I asking the right questions?
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
You can use the following:
Btw, you may find my Modding With APIs tutorial helpful.
Either a] look at the source code (if open source, or peek with JD-GUI, or ask the developers), or b] using the GameRegistry, print all the items out to the console and find the ones you need.
Thanks for your help, I'll try your isModLoaded code when I can. Also I had a look at it with JD-GUI before looking at this post and found that the ModID was just IC2.
I'll also take a look at your Modding With APIs as soon as I can
EDIT: One problem is, I can't find the Plantball in the IC2 jar (decompiled in JD-GUI) so I don't know which unlocalized name to use for it. Another problem is that my mcmod is messed up (eclipse said I had an extra one so I deleted the clone and now it says I don't have one) and also I don't know where to put it. And it's not checking if IC2 exists as I can start my Minecraft without IC2 being installed.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Checking if it exists versus making it a required mod for yours to load are two very different things. I thought you wanted one recipe IF it is loaded, and another recipe if it is not loaded; if you make it required, then your mod will not be able to load without IC2, effectively making your mod an IC2 extension, and not a standalone mod. If that's what you want to do, no problem, but please be clear about that when you ask
mcmod.info should be in your resources package, and only in that package: "src/main/resources/mcmod.info", for example.
Okay I didn't think about it like that, maybe I shouldn't make IC2 a dependency. I also have put my mcmod.info into the folder you specified.
Now I'm using the console to check whether IC2 is loading or not. I've placed the IC2 jar in the mods folder (the mods folder being alongside the src, eclipse and bin folders etc) and it's not even loading when I test Minecraft. Have I put it in the wrong place? I have no idea.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Yes, that's the wrong place. The 'mods' folder is a folder inside whatever directory you assigned as the working directory in the run configuration; for most people, that is "YourMod/eclipse/", in which you will generally find the following folders: assets, config, logs, resources, and saves. Put your 'mods' folder in that 'eclipse' directory along with the rest, and it will load any mods in there when you run your mod through Eclipse.
I believe it's something to do with a coding error in IC2?
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Maybe, you did say you were using an experimental version, which in my experience are certainly not guaranteed to even compile depending on how the author(s) set up their code system. My code gets rendered useless from time to time when I update major components, as I don't bother to create new branches for stuff like that, I just do it bits at a time until it all works again. Works for me since I'm the only one coding, but it would be a mess otherwise.
Another possible problem is that IC2 is a coremod, meaning they change parts of Minecraft's code via byte-code manipulation; if the source version of Minecraft that you are using (Forge 1060 or whatever) is different than the version IC2 used, there is a chance that the deobfuscation mappings changed and it will not run. Core mods are really a pain to work with, even when you get all the versions to match.
Yes, I did wonder about the experimental version. And I read your API tutorial so I know coremods are a pain. I didn't realise it was a coremod but come to think of it, I did see some packages like 'ic2.core' but I thought that was just a baseplate for the mod author to build around when updates came about.
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
Thank you all so much for your time and help! You have helped me gain a better understanding of Java, and therefore, the universe (to a certain extent).
I bid you goodbye on this topic and I wish you well on all of your adventures!
Ciao!
~Pyro
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU