Yes its obfuscated. No variable/function/class names are preserved. its all di.class ly.ab().c etc. You basically have to find strings used, like the names of things, see where they are used, and then backtrace till you find logical connections. And the class names and such are being documented in a joint project google docs spreadsheet that a lot of people are contributing to. The mod i've done is basically adding formulas to a location that already has other formulas to use as reference so its not so hard. Things like the minimap, better grass, autocart are significantly more difficult and probably beyond my java experience. Risugami has some outstanding mods too and I use almost all of them. its fun though. And my kids keep giving me little recipe requests for their games so that gives another level of satisfaction.
If you guys have gone to all that effort you should be creating a shared unofficial modding API. That would be a much better way to share work. If you combine that with a set of modified class files with hook function calls, you would have no mod conflicts either because none of them would modify the classes.
Whenever i try to install this file i get an error :/ i cant open my inventory or the game crashes or if i try to stick something in the toolbox it crashes
Did you install either the 1.0 or 1.1 version? and if so did you remember to restore your ORIGINAL nd.class file? I stated in the description I changed which file im using for the mod so that it doesnt conflict at all with the Elemental Arrows mod. If you didnt restore the original nd.class file as instructed then you have the mod installed one and a half times and thats probably not good. If you were not using 1.0 or 1.1 and this is your first install then id suggest just deleting your .minecraft/bin folder, rerunning the launcher and letting the game redownload then try installing again and see if it still happens.
So far this works on my personal Win7-64bit laptop and Ubuntu 10.4 32bit desktop, both running sun java 1.6.0_20 and works for the other people in the thread. I also have a significant number of mods installed on laptop with no conflicts or crashes. Not sure what to tell you if a clean install doesnt work.
Quote from Mine_Ender »
... api stuff ...
Well the code is probably gonna change drastically with the halloween update so anyone wanting to do that should wait till after then to save on total workload on making an API. Beyond that im new to java so that would be beyond my skills. I am looking into how javas Service Provider api works and this might be a good place to create a plugin location for other peoples mods. By what I've read so far on SPI as long as the code is modified once to have an interface that plugins have to use, people can make their own class files that dont have to further edit the main code. It would work for any mod based on changing recipes or calling any public functions of current classes. There is also the google docs spreadsheet modders are using to document the current version of the code.. and will probably be easy to update once the code gets re-obfuscated.
Possible YES. Possible within my skillset? Sadly no. I am very new to Java and am using this mod as motivational tool to get used to how some java developement tools work. The code i've written to do this mod requires no processing logic at all. Its just a series of one-liner api calls to push new recipes into the global recipe list. It is several dozen lines of those, but still pathetically simple stuff.
I'll look into that request eventually as I think its a great idea, but if someone else beats me to it they are more than welcome to duplicate my recipes into their mod.
Also, Seronis, is there any way you can add a hotkey so it automatically finds the required material in your inventory and repairs the tool you are wielding? I would love you if you done that ;D No homo ;]
Possible I think, but that just seems a bit too automated for my tastes. If someone else feels like adding features that I personally dont care for, by all means do so and post it here or in your own thread.
My kids saw how food acted different on my laptop and demanded I put it on the desktop they use. Figure if they really liked it then someone else might too =-) Umm just to be a bit more fair though I think i'll change the stack size to what Risu uses and reupload just so people using his stackables dont see that feature changed if they use this.
@Creeper: Neither of these mods use the API features that Mod Loader exposes. Even Risugami's own More Worlds mod doesnt use mod loader. Neither did stackables. When I get around to redoing Tool Repair it WILL use Mod Loader though.
Tool Repair now updated to work with MC client versions 1.2.0_01 and 1.2.0_02. Requires Risugamis' Mod Loader to be already installed. Now also able to repair fishing rods. Can use either string OR a stick to repair (or a 2nd fishing rod)
Great! I'm really glad you fixed them for the update, Seronis! I've really missed Tool Repair in this short amount of time, I almost made the mod myself as soon as I saw Modloader was fixed, ahaha x3 Thanks for the hard work!