

1.7.10 and 1.8), use the following commands:
#MINECRAFT MODS FOR MAC OS X WINDOWS#
No offense intended, I'm a Windows user and had to go through a similar thing onceįor the recent Forge versions (i.e. Apple products have never been known for their "cross-platform friendlyness" so I think you're going to have to get used to the idea of treading out of the OSX bubble if you have a serious interest in modding for a cross-platform game. So you'll miss out on a LOT of useful things if you decide to use Xcode (debugging, intellisense, JavaDoc, etc). But I recommend Eclipse for first-time developers, only because it seems to be the most popular (and therefore easier to get help with).\ĮDIT: I looked up Xcode, and yeah it has no Java support - only rudimentary support via external build tools like any IDE does. Apart from that, there is no "better" solution - IDE's are a personal preference.

If you want to use Xcode you'd have to manually setup run configurations and libraries and such. Xcode? As far as I know, Forge only supports Eclipse or IDEA IDE's out-of-the-box. So my question is, are there any major differences between these two methods, and is there a specific order these commands have to be executed in? They seem to produce the same end results, but I just want to make sure there are no differences that might cause problems down the road. In another tutorial, they'll cd to the same folder, but use bash gradlew setupDecompWorkspace, then use bash gradlew eclipse. In one tutorial, I'll see someone cd to their Forge Scr folder, use. What's confusing is that I see this command being used in different ways in different tutorials. When setting up Eclipse and the Forge Src, there's a gradlew command. Second, I watched some YouTube videos on getting started, and there's one command I see being used that's a little confusing. But are there any disadvantages to using Xcode since it's not "built" for Java, unlike Eclipse? It would make it easier since I'm looking into Swift programing, and that way I wouldn't have to go back and forth between Xcode and Eclipse.
#MINECRAFT MODS FOR MAC OS X MOD#
Step 8 = Run the Minecraft launcher and edit your profile to use 1.6.So I've been getting into/experimenting with mod development on OS X lately, and I have a few questions about getting started.įirst, I have both Xcode and Eclipse, but I was wondering which one would be better for developing Minecraft mods? Personally, I would rather stick with Xcode. This is right, except drag it to “~/Library/Application Support/minecraft/resourcepacks” Step 7 = Move MITE Resource Pack 1.6.4.zip to the resourcepacks folder in. This procedure does the important interleaving, then create the new, modified jar file with these commands (you have to have the “JDK” installed): IMPORTANT: hold down the Option key, and the “Skip” button turns into “Keep Both”. It will ask if you want to keep or replace. Instead, open the “class Files” folder in Finder, select all of its contents (first click on a.class, then press Cmd-a to select all), then drag those files to the “original” folder. If you drag the contents of “class Files” to the “original” folder, it will clobber important files. This is the key place where Windows and the Mac differ. Step 6 = Copy contents of class Files folder into 1.6.4-MITE.jar = Then delete any files which have Mojang in them. In Finder, open your “original” folder, and open the META_INF folder in there Step 5 = Open meta inf and delate the files with mojang in the name folder inside =

In Finder, double-click on “original.zip” – it will create a folder called “original” Step 4 = Open 1.6.4-MITE.jar using WinZip or 7Zip =įirst, in terminal type “open. Ok for your question all you have to do is follow my guide.Ĭd ~/Library/Application\ Support/minecraft
