I'm trying to create a submod of LOTR. It works when I just build the mod (gradlew build) and use it in the normal game environment, but it won't work in dev environment. When I try to add the LOTR mod to the mods folder of the dev minecraft environment, it can't find some of the obfuscated function names:
at lotr.client.render.LOTRRenderPlayer.<init>(LOTRRenderPlayer.java:24) ~[%5b1.7.10%5d%20The%20Lord%20of%20the%20Rings%20Mod%20B31.3.jar:?]
You have already created a submod before, so I guessed you'd know what I'm doing wrong.
I was attempting to make a sub-mod of sorts for myself, just to see what could be accomplished, and quickly realized that I was a little out of my head.
I assume that one can't just type up a file that says some LOTR-related stuff and expect it to work, you would have to assemble a mod containing (correct me if I am wrong) some setup, and class files that first inherit and then overwrite the LOTR class files. However, I am quite unaware of the "setup" portion of a submod.
Would one of you mind taking the time to at least link to a decent tutorial of what is necessary to start a Forge mod/class file? Any info would be greatly appreciated, but by no means necessary.
Me? Yes. Nothing spectacular, but rather (very) small ones. To example I wrote an addon that makes mallorn logs to emit light in Lothlorien or one that added fence gates, ladders, buttons, pressure plates, ... for the wood types of the mod.
I think Fez's question was aimed at Sinth. Sinth and another modder have been checking options and seem quite confident they can pull it off. Effective progress has been limited due to busy lives and restricting facilities in past few months though.