Is it possible to create addons for existing mods?

Started by GiantmetalLink on Fri, 07/04/2014 - 17:54

Topic category: General discussion

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Is it possible to create addons for existing mods?
Fri, 07/04/2014 - 17:54

Ok so I was wondering if it was possible to create addons for existing mods. If it is possible, can anyone let me know? Or you can only create stand alone mods? I was just wondering. Thanks.

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First you should Export your
Mon, 07/14/2014 - 16:24

First you should Export your wordkspace to .mcr then to import it and add the addons.

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RE:First you should Export your
Mon, 10/10/2016 - 16:04

But what if I want to make an addon for something like Tinkers' Construct, or Avaritia?

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RE:RE:First you should Export your
Mon, 10/10/2016 - 16:34

@#2 This thread is two years old my mane, and its already been answered in a more recent thread. Let dead threads die.

 First, you can't make addons for existing mods unless you have permission to use the mods source code from the creators. That and those mods are outdated, and the source code would be completely different from what you're looking at in mCreator, which brings me to point number two:

Using mCreator to try and edit the code of a mod made with actual Java coding enviroments is like using a swiss army knife to disassemble a cars engine. It would be so much easier to just learn Java. mCreator uses its own unique Java language compared to what 99.9% of the minecraft modding community uses. 

The closest you can come using mCreator without doing 10x more work than what is required, is to just make mods that are similar in nature to the mods you want to make addons for. Otherwise your pushing boulders up hill :/

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RE:RE:RE:First you should Export your
Mon, 10/10/2016 - 19:10

@#2.1 So I can't put another mod's item id in the little box when I'm selecting an item for a recipe?

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RE:RE:RE:First you should Export your
Mon, 10/10/2016 - 19:33

@#2.1 Well , that is not true so much. Correct would be that Minecraft java is different on 99.9% from general java. To be honest , MCreator uses same language and even environment , so it is like you would program in Eclipse or IntelliJ. Only bigger difference is using Forge load event in every class separately instead of 3 load events in main class + proxy system.

@AlexTheAwesome In case that you just want use some item/block from another mod in your recipe you can on start-up check for the mod using if(Loader.isModLoaded("MOD_NAME")){

If the mod is loaded , you will set some your variable to true , and then before registring the recipe you will check for the variable anf then using Item.itemRegistry.getObject(ITEM_NAME) you can access the item in the recipe.

Maybe you will also need a dependency annotation.

For some more complicated usage of items from another mod is better using deobf files or API.

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Could you find or make a
Mon, 10/10/2016 - 23:44

Could you find or make a tutorial for that? It sounds cool, and quite useful.