sanhome_ui Posted June 4, 2012 Posted June 4, 2012 im sorry that this is similar to the other post i made but could i decompile modpack.jar?
Neowulf Posted June 4, 2012 Posted June 4, 2012 No. Pick the mod you want to take a look at the source of and decompile it with MCP, forge, and modloader. Don't try multiple mods at once, it makes it exponentially more complex. Some mods have the source posted, so it's better to take a look at that instead of decompiling. Technic is just a mod pack, the team just took the mods as offered by the makers (and bukkit porters) and changed their config files to make everything play nice. So there is nothing in modpack.jar that isn't already in the various mods themselves.
sanhome_ui Posted June 4, 2012 Author Posted June 4, 2012 i know i just found it interesting how they had modpack.jar but thank you for the response
Gibbynator Posted June 5, 2012 Posted June 5, 2012 I'd like to put up a situation I'm in right now: I'm making a mod for TEKKIT 3. It involves utilizing aspects of various mods and combining them to make stuff. For example, I utilize computers, IC2, and buildcraft in a few items. My item needs to accept both EU and BC pipes, and take input from a computer. Since Tekkit uses a couple of tricks to get the mods to work together, it would be nice to have relevant code, instead of code from separate mods.
saintnicster Posted June 5, 2012 Posted June 5, 2012 I'd like to put up a situation I'm in right now: I'm making a mod for TEKKIT 3. It involves utilizing aspects of various mods and combining them to make stuff. For example, I utilize computers, IC2, and buildcraft in a few items. My item needs to accept both EU and BC pipes, and take input from a computer. Since Tekkit uses a couple of tricks to get the mods to work together, it would be nice to have relevant code, instead of code from separate mods. Please read what Neowulf posted. There isn't anything special that Tekkit does when it comes to the code. Modpack.jar is mostly any of the frameworks that are prerequisites that the mods need (modloader, forge, CodeChickenCore, etc). What specific "tricks" are you talking about?
Neowulf Posted June 5, 2012 Posted June 5, 2012 If you want to do a crossover you'll just need the relevant API's/sources. I haven't looked at buildcraft yet, but as the source is available it's probably easiest if you just make one decompile if IC2 for reference, and one copy of MCP with the IC2 API and buildcraft source/API added in for compiling.
Gibbynator Posted June 6, 2012 Posted June 6, 2012 So all they do is change the item/block IDs? That will make it easy.
okamikk Posted June 23, 2012 Posted June 23, 2012 ... that kind of thinking is what happens when you forget minecraft's vanilla code... not that i'm a modder, but i have compulsively read the whole of the modde's metropolis section of the forums
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