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Posted

hey folks, most of us do know that there are fixes for bonemeal/blaze rod emc bugs

and the same goes for red matter tools etc.

As I know it was decompiled, fixed and then recompiled back again.

I atempted to do that but I ran out into problem that it seems I need to have half of minecraft core on my computer just to do that, if anyone is skilled enough could you please enlighten me on this question and explain me how do I properly decompile fix and recompile a file

Posted

I 1 up that I've never properly figured out how to do that and would would like to do so if someone has some spare time to help that would be something I would greatly appreciate. It would always be nice to be able to fix my own issues.

Posted

JD-GUI is good for viewing code but not all that good if you plan on recompiling it, it has trouble with stuff like ternary operators and nested exception handlers, jad is better but it also has issues with the exception handlers if they get too complex and doesn't always convert .class references properly which will need some manual fixups...

1. Decompile .class file

2. Load it up in an IDE (like eclipse) and reference the tekkit.jar and the original mod .jar (plus any dependencies it may have)

3. Fix up any errors from decompiling

4. Do your changes

5. Build and export, then drag your new .class file and drop it into the mod .jar file

6. TEST!!! Always ensure that the original features of the file you changed work exactly as they did before, decompiling and recompiling can break shit even if it doesn't give off any errors in your IDE

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