EDIT: I tried to chain liteloader 1.6.4 to forge again and I have the forge for 1.6.4 but it doesn't work! WTF?!?! When I try to chain it, it just says it did it successfully and when I go in to my game with forge version selected it doesn't ****ing work!
EDIT: I tried to chain liteloader 1.6.4 to forge again and I have the forge for 1.6.4 but it doesn't work! WTF?!?! When I try to chain it, it just says it did it successfully and when I go in to my game with forge version selected it doesn't ****ing work!
You installed LiteLoader, right? Do you have a LiteLoader profile? Yes? That's the one.
This loader sucks the 1.6.4 download: Too confusing and glitchy, 1.7 download: ing insane
Thanks for your feedback. As Kiarules pointed out, you need only select the LiteLoader version (since it's chained to forge as per your selections in the installer) and then everything should be happy.
Thanks in advance for all the help. I can't live without World Edit CUI and Gammabright =3
But I'm having some serious issues trying to get lite loader, and forge to co-exist in 1.7.2
I can get Liteloader and Optifine to play nice together, but as soon as I chain forge the game crashes hard every launch. Even without any mods loaded. I've tried now with a few different versions of 1.7.2 forge (since the first one i used was out of date i guess) is their only 1 version that works?
Any idea what I'm doing wrong? Forge works fine on it's own. And liteloader and forge worked perfectly together for 1.6.4 =3
Don't chain to both forge and optifine. FML will complain. Instead, put optifine in your mods folder and let forge load it. Liteloader can load it from mods/1.7.2/.
Also, it doesn't crash hard. FML detects that the jar is corrupt and refuses to launch Minecraft.
Now it's me asking for help. LiteLoader keeps saying that my litemod.json is invalid, saying that line 1 column 1 is a STRING instead of a BEGIN_OBJECT. http://jsonlint.com says it's nice and valid.
Now it's me asking for help. LiteLoader keeps saying that my litemod.json is invalid, saying that line 1 column 1 is a STRING instead of a BEGIN_OBJECT. http://jsonlint.com says it's nice and valid.
Actually that error doesn't indicate that there's anything wrong with the JSON intrinsically, it's actually GSON complaining that it can't deserialise the supplied JSON into the structure it's being assigned to so validating the JSON won't necessarily tell you anything.
Can you let me know which exact revision (SVN commit number) you're using because I have a feeling that this isn't a problem in release and isn't a problem in the head of my active branch but may be a problem which exists in the current HEAD or a previous drop. I've since rewritten this parsing code so it shouldn't be a problem going forward.
On a vaguely related note, the new parser allows multi-value nodes like classTransformerClasses and dependsOn to be specified as actual arrays of strings (instead of crappy comma-separated strings) for the next release.
Please let me know the SVN branch/revision you're using and also the stack trace if you can get one.
Actually that error doesn't indicate that there's anything wrong with the JSON intrinsically, it's actually GSON complaining that it can't deserialise the supplied JSON into the structure it's being assigned to so validating the JSON won't necessarily tell you anything.
Can you let me know which exact revision (SVN commit number) you're using because I have a feeling that this isn't a problem in release and isn't a problem in the head of my active branch but may be a problem which exists in the current HEAD or a previous drop. I've since rewritten this parsing code so it shouldn't be a problem going forward.
On a vaguely related note, the new parser allows multi-value nodes like classTransformerClasses and dependsOn to be specified as actual arrays of strings (instead of crappy comma-separated strings) for the next release.
Please let me know the SVN branch/revision you're using and also the stack trace if you can get one.
It actually works fine in the dev environment. I'm having issues with the release, so 1.7.2_04. Other mods work fine. If you want, I can link the archive.
It actually works fine in the dev environment. I'm having issues with the release, so 1.7.2_04. Other mods work fine. If you want, I can link the archive.
Yeah link the archive because that's a weird glitch, it's possible that there's some encoding on the file which means it's not being read out of the archive properly, I can't remember off the top of my head whether my text reader parses unicode properly for example so it might be the BOM which is nerfing it.
Link me the archive in a PM or whatever and I'll check it out.
Yes, as expected the file had a BOM, I just saved the file as UTF-8 instead and it worked fine. I'll put a handler to remove any BOM in the next release as clearly Gson doesn't like it, although whether it's just a general dislike of unicode isn't clear. Personally I'd recommend using UTF-8 over Unicode anyway since for the vast, vast majority of occasions it's smaller (since it only adds an extra byte for every non-ansi character as opposed to every character).
Is there any reason you'd saved out as little-endian (???) unicode in the first place?
Hello. Since LiteLoader can work together with Forge, is there any interface to Forge? For example, get the ForgeMod list in the LiteMod?
There's no Forge tie-in no, they're designed to co-operate in as much as they use a co-operative method of loading themselves (the Tweak System) and basically use completely different methods to hook into the game that don't interfere with each other (FML uses binary patching, LiteLoader uses dynamic bytecode injection).
However there are options:
If the mods list is all you want then there's a common standard for sharing mod information using LaunchWrapper's "blackboard" feature. Both mod systems populate the node "modList" on the blackboard with a common format of mod information which is mod-system-agnostic. You can see my implementation here, and if you dig around in the FML sources you'll likely find CPW's. This was actually CPW's idea with the aim that eventually mod systems could present a unified interface to the end user for loaded mods.
You can use reflection to detect and invoke forge classes/methods. This is for example how I integrate with forge in VoxelMenu. This is fine if you don't want much functionality (just to call the odd forge method here and there, or detect that forge or a particular mod is present.)
If you want full support for all Forge features and want to make a fully forge-aware litemod, then AbrarSyed has conveniently extended ForgeGradle to support LiteLoader which lets you set up a combined Forge/LiteLoader workspace. Basically you then have access to all of Forge and can just code your mod such that if Forge isn't present then the classes which handle the integration don't get loaded.
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ok, so i want to develop some mods and update others that haven't been updated in a long while (for personal use, of course) but going through your tutorial, I noticed that the MCP program is still 1.6.4, and i want my mods to be up-to-date with the 1.7.2 liteloader. will MCP for 1.6.4 still work for making liteloader 1.7.2 mods?
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Life is great when viewed from some angles. - Life sucks when viewed from others. - Right now, everyone is viewing life at the sucky angles.
They have no reason to, but they do it anyway. - Some of these people commit suicide. - Some do genocide. - Some just feel the need to mercilessly rebel.
And in doing so, they become one of the sucky angles that life can be viewed from. - And then others see it, and it spreads to them. - Don't let it spread to you. - Just ignore it.
If enough people ignore it, it will go away, fade, and all will be good again.
It's not a lite loader issue, but an optifine one.
Maybe try a lower resolution texture pack?
Mods I work on and maintain:
TabbyChat | Mine Little Pony
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Are you using MCPC+ on the server side? It breaks plugin channels up until a very recent build.
You installed LiteLoader, right? Do you have a LiteLoader profile? Yes? That's the one.
Thanks for your feedback. As Kiarules pointed out, you need only select the LiteLoader version (since it's chained to forge as per your selections in the installer) and then everything should be happy.
It should take seconds, if it takes any longer re-download the installer because it's probably corrupted.
Don't chain to both forge and optifine. FML will complain. Instead, put optifine in your mods folder and let forge load it. Liteloader can load it from mods/1.7.2/.
Also, it doesn't crash hard. FML detects that the jar is corrupt and refuses to launch Minecraft.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
My litemod.json:
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Actually that error doesn't indicate that there's anything wrong with the JSON intrinsically, it's actually GSON complaining that it can't deserialise the supplied JSON into the structure it's being assigned to so validating the JSON won't necessarily tell you anything.
Can you let me know which exact revision (SVN commit number) you're using because I have a feeling that this isn't a problem in release and isn't a problem in the head of my active branch but may be a problem which exists in the current HEAD or a previous drop. I've since rewritten this parsing code so it shouldn't be a problem going forward.
On a vaguely related note, the new parser allows multi-value nodes like classTransformerClasses and dependsOn to be specified as actual arrays of strings (instead of crappy comma-separated strings) for the next release.
Please let me know the SVN branch/revision you're using and also the stack trace if you can get one.
It actually works fine in the dev environment. I'm having issues with the release, so 1.7.2_04. Other mods work fine. If you want, I can link the archive.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Yeah link the archive because that's a weird glitch, it's possible that there's some encoding on the file which means it's not being read out of the archive properly, I can't remember off the top of my head whether my text reader parses unicode properly for example so it might be the BOM which is nerfing it.
Link me the archive in a PM or whatever and I'll check it out.
https://www.dropbox.com/s/ju8xj65qi35br7m/SkinResources-0.1.litemod
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Yes, as expected the file had a BOM, I just saved the file as UTF-8 instead and it worked fine. I'll put a handler to remove any BOM in the next release as clearly Gson doesn't like it, although whether it's just a general dislike of unicode isn't clear. Personally I'd recommend using UTF-8 over Unicode anyway since for the vast, vast majority of occasions it's smaller (since it only adds an extra byte for every non-ansi character as opposed to every character).
Is there any reason you'd saved out as little-endian (???) unicode in the first place?
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Like I said, it wasn't UTF-8 though, it was UTF-16LE, which I doubt is the default for anything.
Okay, I've pushed support for UTF-16 in litemod.json to the repo, it'll be in the next release.
There's no Forge tie-in no, they're designed to co-operate in as much as they use a co-operative method of loading themselves (the Tweak System) and basically use completely different methods to hook into the game that don't interfere with each other (FML uses binary patching, LiteLoader uses dynamic bytecode injection).
However there are options: