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chrixian

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  1. it would be the Gradle user home directory (default is USER_HOME/.gradle, which on a mac or linux would be ~/.gradle as HoBoS_TaCo mentioned) not the <project>/.gradle directory
  2. Well, truth be told, I do end up using IDEA instead of Eclipse-- but since that is merely an import of the eclipse workspace I figured I wouldn't complicate the matter since the workspace configuration (while a burden) isn't the ultimate goal-- updating Forge easily I just thought I'd keep it as straight forward as possible As for cloning a project, if you mean "settings" then you can export/import settings via the File menu-- what you choose export/import is vast and properly coded plugins will also be included as an option. If you mean clone a particular module and its "settings" i.e. source, path, dependencies, you can do that by opening the module settings, and right clicking the module from the list and selecting Copy...
  3. There's gotta be several ways I can improve my process when updating the version of Forge I'm developing with... here is my current workflow: When I download a new "src" package from files.minecraftforge.net I unzip it to a common folder called "forgedev" and then rename the newly created forge directory to include it's fml build number so 923 would become ~/forgedev/forge.923, I then run install.py, add a symbolic link in mcp/src/minecraft to where I have my mod code, and open the mcp/eclipse workspace in eclipse, import preferences and then spend 20 minutes changing all the settings that don't get exported. This has worked well for me, for the most part. Using a symbolic link rather than importing the source via eclipse lets me have a single location for my code and I can handle any issues between versions of Forge at the version control level (git in my case) via branches. However now I have the need for a few modified Minecraft source files in one of my mods, and it all works fine but now the symbolic link isn't enough since I have to copy the modified portions of code into their respective Minecraft source files (rather than overwrite the new file in case it contains changes other than my own). It's a bit of a headache but not the end of the world. I'm not a big fan of Eclipse, I use IDEA in my professional life and having to deal with a new workspace is probably the thing I like least about how I'm doing things now. So does anyone have a way they do things that involves using the same workspace with their own code but allows forge and mcp to be updated? I haven't explored using the MinecraftForge git repo directly, I suppose that may be an option.
  4. Well it's complaining about not being able to resolve a class from google guava, make sure guava's jar is added as a library on your projects build path
  5. ClassTransformers work just fine within eclipse. You just need to keep in mind that your mod code can't rely on the changes then, because eclipse doesn't know about them. Ya I just meant it seems like such a common thing that people would want to do that it wouldn't have been suprising to me to find FML had something as simple as FMLMethodOverrideOMatic("class.oldmethod", "class.newmethod") and CPW/Lex/whoever do whatever sorcery they do and just make it happen automatically lol
  6. omg voidzm you've opened up new doors for me :o :o ty ty ty ty
  7. According to that tutorial I do indeed have to compile and reobfuscate and drop the jar in the coremod or mod folder etc etc to have it work... bleh. So I guess that's that? Seems so strange that there is no way to transform classes on the fly within the development environment.. frustrating.. okay thanks for pointing me to that tutorial I'll read it thoroughly just to try to absorb anything more.
  8. First-- Thank you for looking at the thread... any help is appreciated. I'm using Forge 9.10.0.786 and Mincraft 1.6.2. My end goal is to replace the drawItemStackTooltip method of the GuiContainer class. I initially started by simply editing the GuiContainer file directly and now that I have it doing what I want I'm trying to figure out how I would go about implementing my changes to a fresh Forge install without modifying the original GuiContainer source directly. All signs seem to point to having to use ASM, specifically implementing IFMLLoadingPlugin and IClassTransformer; however when I create a class that extends DummyModContainer and create classes that implement IFMLLoadingPlugin & IClassTransformer, when I hit the debug button to run the client there is no message in the console that FML or Forge has seen/recognized my classes and/or done anything with them. When I create a class and annotate it with @Mod() etc as per the usual way I'd create a mod, it works as expected when I hit the debug button... Am I missing something special that has to be done from the deobfuscated environment ran from the IDE to use IFMLLoadingPlugin and IClassTransformer? Can I do class transformation from the FMLPreInitializationEvent or that not possible? Or perhaps there is a way to do what I want without IClassTransformer? As I said, any insight/direction/correction/guidance/help is greatly appreciated.
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