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Mod not launching outside of dev enviroment #2

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DeexCoding opened this issue Sep 30, 2022 · 3 comments
Open

Mod not launching outside of dev enviroment #2

DeexCoding opened this issue Sep 30, 2022 · 3 comments
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work in progress This is being worked on

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@DeexCoding
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When I launch Minecraft in the launcher, it throws an error saying it can not find kotlin/Triple, which is I think because of not including Kotlin stuff in the mod, however I ported the Kotlin code to java for my own project and it still seems to complain about LWJGL stuff.

Honestly, I would suggest just not using Kotlin at all, since it takes like 10 seconds to compile, but you do you.

@Zarzelcow
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This is planned, but I'm not exactly sure how I am going to go about removing the LWJGL 2 jars from the classpath and adding the lwjgl3 jars in there instead.

It's a big To-do and I'm just not sure when it will happen, hopefully soon but no promises on when.

@Zarzelcow Zarzelcow added the work in progress This is being worked on label Oct 2, 2022
@DeexCoding
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Maybe rename the lwjgl3 package (org.lwjgl...) to legacy-lwjgl3.org.lwjgl... and just mixin into the classes that need to be reimplemented. I tried to do this first when I wanted lwjgl3 in my porject, but couldn't figure it out.

@Zarzelcow
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Forgot to notify you about the recent work done to get production to work but

Recently (3 days ago) I successfully cranked out a working solution for running outside of development environments and has worked with all mods iv tested so far.

The README contains information on how to build for production.

I expect it to break eventually, especially if other mods do class loader trickery like I did

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