Dungeon Mobs Reborn

Dungeon Mobs Reborn

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Thaumcraft support

Sunconure11 opened this issue ยท 23 comments

commented

Give aspects to the mobs

commented

I could look into this in the next couple weeks, don't know. One real problem -- I lack experience in newer version of Thaumcraft (since TC 4), so I'm not really sure what aspects exist or how they should be balanced.

commented

Now, if I could figure out where / how to get a deobf jar or the Thaumcraft API. What Azanor gives is only source code, which I can't compile against and which will not compile with the rest of Thaumcraft (which Azanor does not provide).

commented

The Thaumcraft API will not compile (and will block projects using it from compiling) without:

thaumcraft.common.lib.utils.InventoryUtils

Which is not included. @Azanor, @Um-Mitternacht, How does one do this?

commented

Doesn't see to do anything. I still can't import the API.

commented

Try the changes I just pushed. You will need to remake your workspace.

commented

Nope!

`FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':compileJava'.

Compilation failed; see the compiler error output for details.

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

  • Get more help at https://help.gradle.org

BUILD FAILED in 38s
11 actionable tasks: 10 executed, 1 up-to-date`

Even if it worked, I'd be very reluctant to work on this at all with eclipse all messed up by not recognizing the code I'm referencing. :-/

commented

Try setupDecompWorkspace

commented

WTF? It worked fine for me...

commented

Removed broken reference to DLD api, try re-running the setup, still no good:

`

Task :compileJava
/home/jared/Documents/src/eclipse/MC1.12.2/DungeonMobs/build/sources/main/java/com/gw/dm/compat/Thaumic.java:12: error: cannot find symbol
public void aspectRegistrationEvent(AspectRegistryEvent evt) {
^
symbol: class AspectRegistryEvent
location: class Thaumic
1 error

`

commented

I'll see what I can figure out over the next few days, then.

commented

Yeah, I tried again with Forge Gradle instead of the installed version, but same results -- it doesn't recognize anything from Thaumcraft.

Even if it did, I really don't like not have Eclipse recognize things and not being able to lauch test runs from Eclipse.

EDIT: I really wish a deobf jar was available -- much simpler and can be added to Eclipse's build path.

commented

The one for Thaumcraft API is not a deobf, it's source code. But I'll see if that Baubles deobf makes the source code work.

commented

Well, that did it. I just always forget that Baubles is now a thing, and lack of Baubles was causing the whole problem before. I suspect that it will actually be a lot less work and frustration that getting things set up.

commented

I'll work on it in the next few days

commented

I have it working now -- but don't think it should be released until it's been tested without Thaumcraft.

This is one thing that annoys me with Forge, or really with Gradle or the Forge Gradle. It's so fragile and finicky, you need a whole new directory for every forge update. (Which lead me to avoid updates.)

It will probably be a couple days before I test or do any more with this now.

commented

I'm closing this, as far as I can tell everything works.

commented

Well, I may have finished all the actual code needed for Thaumcraft compatibility. I still need to test it; it seems I was downloading the wrong file.

Interestingly, the setup that worked when I went to bed didn't when I got up -- who says reality has to be self-consistent (obviously not anyone living in the nightmare called the real world).

Anyway, in order for it to work with Thaumcraft it needed a new version of Forge. Installing the new Forge version broke everything. Anyway, the code that should work is in the repo -- if you can get it to compile, go for it -- just be sure it still works without Thaumcraft.

commented

I'd have to learn my way around the thaumcraft API. Probably not right away, but maybe whenever I do anything extensive with this (other than bug fixes).

commented

Well, I haven't "retired" from modding like GnomeWorks has, However, I've come close and stated I was quitting several times. You could say I'm semi-"retired" for now, and don't know how much longer I'll be with it. So I may get around to it, I do when I do. Easy or hard it does take time, and I'm at a point where I really need to spend less time on such things for many reasons. So its not that I won't, but I'm not in a hurry to get in everything that everyone might want. It just when I get around to it, unless someone else wants to take over.