diff --git a/README.md b/README.md index 0f20f0250..a10eb8a5f 100644 --- a/README.md +++ b/README.md @@ -1,26 +1,29 @@ # Hbm-s-Nuclear-Tech-GIT +https://minecraft.curseforge.com/projects/hbms-nuclear-tech-mod?gameCategorySlug=mc-mods&projectID=235439 + +## Installation Instructions Tired of waiting until the next version comes out? Here is a tutorial on how to compile the very newest version yourself: - 1) Download minecraft forge 1.7.10 src - 2) Unpack it somewhere - 3) Go to the new folder and run "gradlew setupDecompWorkspace" on windows or "./gradlew setupDecompWorkspace" on linux - 4) Download the source and insert it into "src/main/java/" - 5) Open build.gradle with a text editor of your choice and write this into the dependencies brackets: +1. Download minecraft forge 1.7.10 src +2. Unpack it somewhere +3. Go to the new folder and run `gradlew setupDecompWorkspace` on windows or `./gradlew setupDecompWorkspace` on linux +4. Download the source and insert it into `src/main/java/` +5. Open build.gradle with a text editor of your choice and write this into the dependencies brackets: +``` +compile files('lib/CodeChickenCore-1.7.10-1.0.4.29-dev.jar') +compile files('lib/CodeChickenLib-1.7.10-1.1.3.140-dev.jar') +compile files('lib/NotEnoughItems-1.7.10-1.0.3.74-dev.jar') +``` +6. Download these exact versions of NEI and it's core mods and insert them into the lib folder (if there is none, create one in the dev environment's main directory, I forgot) +7. Open up the CMD in the main directory and run `gradlew build` on windows or `./gradlew build` on linux +8. Head to `build/libs` and get the jar +9. Open the jar with an archieve manager of your choice and insert the mod's asset folder into the jar's main directory +10. The jar is now done, ready for use! - compile files('lib/CodeChickenCore-1.7.10-1.0.4.29-dev.jar') - compile files('lib/CodeChickenLib-1.7.10-1.1.3.140-dev.jar') - compile files('lib/NotEnoughItems-1.7.10-1.0.3.74-dev.jar') - - 6) Download these exact versions of NEI and it's core mods and insert them into the lib folder (if there is none, create one in the dev environment's main directory, I forgot) - 7) Open up the CMD in the main directory and run "gradlew build" on windows or "./gradlew build" on linux - 8) Head to "build/libs" and get the jar - 9) Open the jar with an archieve manager of your choice and insert the mod's asset folder into the jar's main directory - 10) The jar is now done, ready for use! - -If you want to do some changes in the code yourself, start here after 6) and continue with 7) once you are done: - 1) Get the IDE of your choice and prepare the workspace (for eclipse, it's "gradlew eclipse" or "./gradlew eclipse", then use the eclipse folder as workspace directory in eclipse) - 2) Meddle with the code, you can run the code in the IDE (eclipse has a convenient green play button) - 3) Save changes, close the IDE and continue with 7) of the previous list +If you want to do some changes in the code yourself, start here after 6. and continue with 7. once you are done: +1) Get the IDE of your choice and prepare the workspace (for eclipse, it's `gradlew eclipse` or `./gradlew eclipse`, then use the eclipse folder as workspace directory in eclipse) +2) Meddle with the code, you can run the code in the IDE (eclipse has a convenient green play button) +3) Save changes, close the IDE and continue with 7. of the previous list Now remember: You are permitted to take some chunks of code to use in your project (commercially or not, doesn't matter), but you can't just download the whole thing, change it up a little and republish it. It's basically a "Just don't be an asshole" rule.