Getting into FTB modding, where to start?

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PSanf

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Jul 29, 2019
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Sorry if this is a common topic, but I didn't see a sticky and Google has failed me. I'm thinking about taking a look at FTB in Eclipse, and perhaps trying my hand at a little experimentation. I've created a couple of minor mods for Vanilla Minecraft with the MCP in the past, and am comfortable with all of that. I'm curious about the process of creating mods specifically for FTB, or mods that are dependent on other mods (such as Extra Bees which is dependent on Forestry). Is creating a mod that's compatible with FTB simply a question of using Forge? If I wanted to expand on an existing Mod would I need that mod's source code, or use a specific API for that mod? Where could I find an official FTB repository that I could fork off of?
 

PSanf

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Jul 29, 2019
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If you can wait a bit, until Pahimar gets to the meat of modding, his Let's Mod series http://www.pahimar.com/category/lets-mod/ should help.
I'm sure Pahimar's series will prove informative, but I'm looking for something a little more fast track. I really just need some documentation that tells coders which packages they need to setup in Eclipse if they want their work to be FTB compatible. I already have an understanding of Java and working in Eclipse. If all I need to do is work with Forge then I've already found all of the necessary information on their website. Beyond that, the main question is what do I need to do if I want to expand off an existing mod.
 

vasouv

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Jul 29, 2019
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If you want to expand on an existing mod, I believe you either have to work on the mod's source code (open source) or work on the mod's API so you can make an addon. In the first case you expand the mod itself whereas in the second you make something new which works for the specific mod.

I hope I'm not entirely wrong, I have some programming experience but haven't worked on anything like this.
 

PSanf

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Jul 29, 2019
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If you want to expand on an existing mod, I believe you either have to work on the mod's source code (open source) or work on the mod's API so you can make an addon. In the first case you expand the mod itself whereas in the second you make something new which works for the specific mod.

I hope I'm not entirely wrong, I have some programming experience but haven't worked on anything like this.

That's about the gist of the process, and probably provides me with enough information to get the rest of what I need by inference.
 

CrafterOfMines57

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Jul 29, 2019
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To work on existing things, APIs are very useful, and you might want to read up on how to use reflection to access things without the need for an API, but if you know what you are doing, it's possible to avoid using reflection entirely to add recipes and other things to mods without APIs such as how GregTech can change RedPower things without using reflection.
 

MilConDoin

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Jul 29, 2019
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You could also hop on IRC (esper.net) and ask around there. Pahimar can be found in #EE, there is also #MCP and #MineCraftForge, where you could probably get help easily.