Ok, I've found myself with some free time and motivation so I'm looking to actually have something I can release by this weekend. I took a peek at the mess that is the modding scene for 1.13 (Rift? Fabric?) and it stills seems pretty messy. Forge seems to have 1.13 builds now but it's hard to find much info on how stable it is, and Rift is still an option. I'm leaning towards Forge because it's more ubiquitous, but a more lightweight loader like Rift may be better for a mod like this. Interested to hear some feedback if anyone has good or bad experiences using either Rift or Forge in 1.13.
I’m on the macro mod discord and the crew there say the 1.13 forge works great and would greatly advise that over Rift. I’v personally never used forge but i’d get it just to use your mod lol.
Ok, I've found myself with some free time and motivation so I'm looking to actually have something I can release by this weekend. I took a peek at the mess that is the modding scene for 1.13 (Rift? Fabric?) and it stills seems pretty messy. Forge seems to have 1.13 builds now but it's hard to find much info on how stable it is, and Rift is still an option. I'm leaning towards Forge because it's more ubiquitous, but a more lightweight loader like Rift may be better for a mod like this. Interested to hear some feedback if anyone has good or bad experiences using either Rift or Forge in 1.13.
I've been using Rift for Spigot 1.13.2 for a while now with VoxelMap and have not had any issues. I stopped using Forge because it seems like they are often times behind the curve when it comes to keeping up with MC versions which was one of the main reasons I switched to LiteLoader years ago. As well as there have been many times they have released a version that just plain did not work or broke things.
I don't use any mods that adds custom blocks on my server or in my Single Player games so for me overall Rift being less invasive is a better fit.
Not going to update the post yet, but here's a quick "beta" release of Autofish for 1.13.2.
The mod is basically complete. The only thing not included yet is chat-based clearlag detection which is coming in the full release. Also mods that add their own fishing rods may or may not work. If anyone has a mod that doesn't work, let me know and I can try and add support.
This version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for a 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Would like to hear any feedback or issues if anyone comes across anything.
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (at least until LiteLoader updates?)
• Added informational tooltips to the config GUI. Hover over the options to see them.
• Removed the legacy option to double cast on clearlag detections. In newer versions this is never used and the option confused people.
Not going to update the post yet, but here's a quick "beta" release of Autofish for 1.13.2.
The mod is basically complete. The only thing not included yet is chat-based clearlag detection which is coming in the full release. Also mods that add their own fishing rods may or may not work. If anyone has a mod that doesn't work, let me know and I can try and add support.
This version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for a 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Would like to hear any feedback or issues if anyone comes across anything.
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (at least until LiteLoader updates?)
• Added informational tooltips to the config GUI. Hover over the options to see them.
• Removed the legacy option to double cast on clearlag detections. In newer versions this is never used and the option confused people.
You are the man, i’m going to get this downloaded ASAP and run it for a few hours tonight.
Not going to update the post yet, but here's a quick "beta" release of Autofish for 1.13.2.
The mod is basically complete. The only thing not included yet is chat-based clearlag detection which is coming in the full release. Also mods that add their own fishing rods may or may not work. If anyone has a mod that doesn't work, let me know and I can try and add support.
This version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for a 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Would like to hear any feedback or issues if anyone comes across anything.
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (at least until LiteLoader updates?)
• Added informational tooltips to the config GUI. Hover over the options to see them.
• Removed the legacy option to double cast on clearlag detections. In newer versions this is never used and the option confused people.
Thank you so much! I am trying it now...
UPDATE:
I tried to run this but as soon as I drop it in my mods folder Minecraft crashes. If I remove it everything is fine.
Alright, Autofish 1.13.2 is complete with a couple new features and added stability.
Those of you using the beta should switch to this version as there are a fair amount of bug fixes in the final release.
Again, this version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for an earlier 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Link Removed
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (At least until LiteLoader updates. At that point we will see how the compatibility stacks up in the modding scene and go from there.)
• Added informational tooltips to the config GUI. Hover over the options to see them!
• Added a text box in the menu to change the chat pattern for lag clearing plugins, as well as a tooltip to help avoid confusion.
• Removed the legacy option to double cast on clearlag detection. In newer versions this is never needed (as far as I've seen?) and the option confused people.
To anyone experiencing compatibility issues with other Rift mods, please re-download. I have tracked down the issue and there should no compatibility problems going forward. Sorry for the trouble.
Also for anyone who cares, I made a CurseForge page for the mod.
Now when it seems the rift version is here to stay, there's one thing that buggers me:
Anyone, should I put the mod jar in the
minecraft/mod/1.13.2 -OR-
minecraft/mod
The first is as we are used to with liteloader and forge but doesn't seem to work with rift. The second will probably be cumbersome when you're using several minecraft versions. Will my 1.12.2 versions be confused by finding mods in the mod root folder?
Now when it seems the rift version is here to stay, there's one thing that buggers me:
Anyone, should I put the mod jar in the
minecraft/mod/13.2 -OR-
minecraft/mod
The first is as we are used to with liteloader and forge but doesn't seem to work with rift. The second will probably be cumbersome when you're using several minecraft versions. Will my 1.12.2 versions be confused by finding mods in the mod root folder?
Could you maybe create a mod or addon to Bedrock Edition?
The Bedrock Edition is an entirely different beast from the java edition. I know there is a scripting API for it, but the Bedrock Edition is written in an entirely different language (one which I don't know) so sorry to say you won't see any support for the bedrock edition from me.
Now when it seems the rift version is here to stay, there's one thing that buggers me:
Anyone, should I put the mod jar in the
minecraft/mod/13.2 -OR-
minecraft/mod
The first is as we are used to with liteloader and forge but doesn't seem to work with rift. The second will probably be cumbersome when you're using several minecraft versions. Will my 1.12.2 versions be confused by finding mods in the mod root folder?
Unfortunately Rift doesn't have support for versioned mod folders. This shouldn't be a problem really because other mod loaders for other versions won't try to load it. They look for litemod.json files or mcmod.info files in the jar, while Rift looks for riftmod.json.
Now if Rift decides to update to 1.14 and you continue to use it, then it will become a problem. However it's looking like this is unlikely to happen anyway since Rift is losing support in favor of Fabric (which updates for snapshots; you can already find a lot of mods for 1.14), and Rift may not even see a 1.14 update. Since the future of LiteLoader is very uncertain, at this point the plan is to move over to Fabric for 1.14, which will probably very quickly update to 1.14 when it's released.
I don't think Fabric supports versioned mod folders, at least not yet, but they do have versions specified in the fabric.mod.json file, so it won't try and load unsupported versions.
Unfortunately Rift doesn't have support for versioned mod folders. This shouldn't be a problem really because other mod loaders for other versions won't try to load it. They look for litemod.json files or mcmod.info files in the jar, while Rift looks for riftmod.json.
Now if Rift decides to update to 1.14 and you continue to use it, then it will become a problem. However it's looking like this is unlikely to happen anyway since Rift is losing support in favor of Fabric (which updates for snapshots; you can already find a lot of mods for 1.14), and Rift may not even see a 1.14 update. Since the future of LiteLoader is very uncertain, at this point the plan is to move over to Fabric for 1.14, which will probably very quickly update to 1.14 when it's released.
I don't think Fabric supports versioned mod folders, at least not yet, but they do have versions specified in the fabric.mod.json file, so it won't try and load unsupported versions.
Thanks very much for the input. Fabric sounds very impressive when reading about it:
I'm biased (Fabric lead dev), but all of Rift's developers have moved on to assisting with Fabric in some form and/or capacity, which probably seals its fate.
Rollback Post to RevisionRollBack
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
I'm biased (Fabric lead dev), but all of Rift's developers have moved on to assisting with Fabric in some form and/or capacity, which probably seals its fate.
OT
Hi
That sounds great for fabric. Rift worked right out of the box for me in 1.13. Not so for fabric in 1.14 unfortunately. I can't get it to work with the two fabric mods I tried with mineshafter. Can you please publish a foolproof guide on how to install and configure fabric?
Ok, I've found myself with some free time and motivation so I'm looking to actually have something I can release by this weekend. I took a peek at the mess that is the modding scene for 1.13 (Rift? Fabric?) and it stills seems pretty messy. Forge seems to have 1.13 builds now but it's hard to find much info on how stable it is, and Rift is still an option. I'm leaning towards Forge because it's more ubiquitous, but a more lightweight loader like Rift may be better for a mod like this. Interested to hear some feedback if anyone has good or bad experiences using either Rift or Forge in 1.13.
I’m on the macro mod discord and the crew there say the 1.13 forge works great and would greatly advise that over Rift. I’v personally never used forge but i’d get it just to use your mod lol.
I've been using Rift for Spigot 1.13.2 for a while now with VoxelMap and have not had any issues. I stopped using Forge because it seems like they are often times behind the curve when it comes to keeping up with MC versions which was one of the main reasons I switched to LiteLoader years ago. As well as there have been many times they have released a version that just plain did not work or broke things.
I don't use any mods that adds custom blocks on my server or in my Single Player games so for me overall Rift being less invasive is a better fit.
Not going to update the post yet, but here's a quick "beta" release of Autofish for 1.13.2.
The mod is basically complete. The only thing not included yet is chat-based clearlag detection which is coming in the full release. Also mods that add their own fishing rods may or may not work. If anyone has a mod that doesn't work, let me know and I can try and add support.
This version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for a 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Would like to hear any feedback or issues if anyone comes across anything.
Download Autofish 0.8 for Minecraft 1.13.2
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (at least until LiteLoader updates?)
• Added informational tooltips to the config GUI. Hover over the options to see them.
• Removed the legacy option to double cast on clearlag detections. In newer versions this is never used and the option confused people.
You are the man, i’m going to get this downloaded ASAP and run it for a few hours tonight.
Thank you so much! I am trying it now...
UPDATE:
I tried to run this but as soon as I drop it in my mods folder Minecraft crashes. If I remove it everything is fine.
Here is the Pastebin of the crash log.
Thanks. There was an incompatibility with one of your mods that I fixed. Go ahead and redownload and it should be all good
Works like a champ again thanks!
You going to do a Rift version for ChunkBorders too I hope
Alright, Autofish 1.13.2 is complete with a couple new features and added stability.
Those of you using the beta should switch to this version as there are a fair amount of bug fixes in the final release.
Again, this version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for an earlier 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.
Link Removed
• Updated to Minecraft 1.13.2
• Switched to Rift Mod Loader (At least until LiteLoader updates. At that point we will see how the compatibility stacks up in the modding scene and go from there.)
• Added informational tooltips to the config GUI. Hover over the options to see them!
• Added a text box in the menu to change the chat pattern for lag clearing plugins, as well as a tooltip to help avoid confusion.
• Removed the legacy option to double cast on clearlag detection. In newer versions this is never needed (as far as I've seen?) and the option confused people.
Getting around to it soon! Rift doesn't include a ton of built in features so it can be tedious to switch things over.
Wow thanks for another awesome update troyboy!!!!!
To anyone experiencing compatibility issues with other Rift mods, please re-download. I have tracked down the issue and there should no compatibility problems going forward. Sorry for the trouble.
Also for anyone who cares, I made a CurseForge page for the mod.
Could you maybe create a mod or addon to Bedrock Edition?
Thank you:D
Thank you for your efforts @Troyboy.
Now when it seems the rift version is here to stay, there's one thing that buggers me:
Anyone, should I put the mod jar in the
The first is as we are used to with liteloader and forge but doesn't seem to work with rift. The second will probably be cumbersome when you're using several minecraft versions. Will my 1.12.2 versions be confused by finding mods in the mod root folder?
It goes in the minecraft/mod folder
The Bedrock Edition is an entirely different beast from the java edition. I know there is a scripting API for it, but the Bedrock Edition is written in an entirely different language (one which I don't know) so sorry to say you won't see any support for the bedrock edition from me.
Unfortunately Rift doesn't have support for versioned mod folders. This shouldn't be a problem really because other mod loaders for other versions won't try to load it. They look for litemod.json files or mcmod.info files in the jar, while Rift looks for riftmod.json.
Now if Rift decides to update to 1.14 and you continue to use it, then it will become a problem. However it's looking like this is unlikely to happen anyway since Rift is losing support in favor of Fabric (which updates for snapshots; you can already find a lot of mods for 1.14), and Rift may not even see a 1.14 update. Since the future of LiteLoader is very uncertain, at this point the plan is to move over to Fabric for 1.14, which will probably very quickly update to 1.14 when it's released.
I don't think Fabric supports versioned mod folders, at least not yet, but they do have versions specified in the fabric.mod.json file, so it won't try and load unsupported versions.
Thanks very much for the input. Fabric sounds very impressive when reading about it:
https://fabricmc.net/2018/12/10/announcement.html
Seems to be a careful thorough approach and committed to a quality framework.
Thx for updating this throughout the years troyboy50 <3
I'm biased (Fabric lead dev), but all of Rift's developers have moved on to assisting with Fabric in some form and/or capacity, which probably seals its fate.
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
OT
Hi
That sounds great for fabric. Rift worked right out of the box for me in 1.13. Not so for fabric in 1.14 unfortunately. I can't get it to work with the two fabric mods I tried with mineshafter. Can you please publish a foolproof guide on how to install and configure fabric?