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qqxv

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  1. For 1.7.10 or any other version. Pretty much the title. In the interests of disclosure, I asked this question last year. For personal use, I'm playing with expanding a data type. In the process, I've ended up changing something that was stored as a byte to a short, and storing it as two bytes, which necessitates a new function to set the upper byte. To make sure that it's working properly, I'd like to build a preexisting mod against the modified version of Forge, using a couple functions I have added to support that change. How can I build an existing mod (or even a new one) against this edited copy of Forge? I don't know enough about Gradle to go digging around in the files to see, and I'd prefer to avoid reading several thousand lines worth of ForgeGradle code for questionable return if there's an easier way. If that's not possible, is there at least a way to replace the userdev jar that would otherwise be downloaded from the Forge Maven repository with (the modified) one that's stored locally?
  2. It's an altered version of Forge to support 4096 biomes. I wanted to explore a more varied Minecraft world, so figured while I wouldn't want to support the (kind of hacky) methods I'd use to expand the biome array, I could handle it for personal use only. I've gotten it working okay with base Minecraft, but I can't test the mods built against it as they use a new method and won't compile against unmodified Forge. And yeah, I know this isn't an ideal way of doing it. I know Forge doesn't support 4096 biomes for a reason, and I'm not arguing with that. I wouldn't dream of doing this for anything but personal use, but for personal use I am willing to put up with some odd behavior.
  3. I've made a few changes to Forge for 1.7.10 for custom, personal use. The Forge project builds just fine. All the JARs come out properly, including the userdev one. I can play Minecraft with custom-Forge installed and it works fine. (No, I can't use reflection. It would be ten times the effort for a personal project and would create issues between mods that use the extra hook and mods that don't.) But when I try to use the "src" distribution that results, it crashes, saying it can't find Forge 10.14.4.0 in the Forge Maven repository. How do I build other mods against my custom version of Minecraft Forge? Is there any way I can tell Forge-Gradle to look locally? Thanks so much for any help.
  4. Because I have a specific goal in mind and I'm not sure how else to do it. I'm trying to extend the biome array, and by all appearances it's working perfectly. In order to make that accessible to mods while preserving vanilla-like functionality for those that don't understand the new biome structure, I need to implement new methods. It's not vanilla-compatible and exhibits odd behavior with mods that attempt to change the current biome, so it isn't a candidate for inclusion in Forge. And I'm not so skilled at Java to be able to do it by ASM. (Besides, it would be royally difficult by ASM, whereas just changing what I need in Forge is comparatively easy.) It's for personal use, and I don't intend to release it. If there's a really good reason I still shouldn't be doing it, and/or there's a better way of getting something similar, I'd be grateful if you could explain that, as I seem to have missed it. But there's broader reason to want to build against modified Forge. I might be mistaken (it's entirely possible), but it seems to me there are other extremely valid reasons to build against custom Forge. If I were adding a new Forge hook, especially given the tight quality control, I might want to build a test mod against custom-Forge to make sure everything was working properly. If you can point me in a better direction, I'd be grateful to hear it, but even so it would be useful to know how to build against custom Forge. Thank you for taking the time to help with this.
  5. I'm wrangling with a bit of a dilemma. My mod setup requires some modifications to Minecraft Forge itself. (Technically I *could* make the changes via ASM or reflection, but given that it's mostly a personal project and that I'm implementing extra functions and whatnot, editing the base classes directly seemed the superior solution.) I checked out Forge, set up a workspace, made my changes, and compiled. That worked perfectly. But when I took the produced Forge source build, set up the dev workspace, and tried to build Biomes O Plenty (modified to use the new methods) against it, the build failed due to an unknown symbol. Specifically, one of the added methods. I also tried building ExtraBiomesXL, with similar results, and setting up the standard Forge build and substituting in my custom JAR, which didn't work either. The question is this: How do I build mods against a custom version of Minecraft Forge? Any help will be greatly appreciated. Thanks!
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