This is not the recommended way of installing LiteLoader and Forge side by side anymore, despite the install graphic on the first post saying otherwise.
In the installer, do not install it on top of Forge, but instead choose "Extract." Place the resulting file in your mods/version folder like any other mod and Forge will load it, after which LiteLoader will run any LiteMods present if they're the proper version of Minecraft.
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either pastebin or inside a spoiler -- it's really up to you.
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Your mods folder will look kinda like this example:
It will contain all your Forge mods, the extracted LiteLoader jar, and all of your LiteMods.
As for whether or not LiteLoader will show up in the Forge mods list, I'm not sure, as I've not done so myself for quite some time. The real way to tell if it's successfully installed is to press ESC then look for a tab along the right edge of the screen with a chicken on it. If it's there, LiteLoader's installed, and you just found the settings panel for all the LiteMods that it loads.
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I installed Forge (Version 14.21.1.2331) and afterwards run the LiteLoader installer.
I had to check the option "[X] Show incompatible versions" because w/o it, the installer didn't bring up my Forge profile in the drop-down list. I started afresh today by:
- downloading and installing a fresh copy of the Minecraft launcher
- installing Forge 14.21.1.2331
- placing OptiFine mod into the mods/ folder
- running the LiteLoader installer
There were no old artifacts left over from old installations as I started a new and clean installation of MC.
When running MC from the standard launcher I get some odd Java runtime errors. I can post them if necessary. I am on Linux, btw.
But 14.21.1.2331 is for Minecraft 1.12 and you're trying to link Liteloader for 1.12.1 to it! You can't do that! The installer is trying to protect you from yourself by not showing the incompatible version and you just ignored it.
Either install a version of forge for Minecraft 1.12.1 and link LiteLoader 1.12.1 to it, or use LiteLoader for 1.12. You cannot mix 'n match versions in the way that you're trying to.
Here's the pastebin link after following your recommended approach: Coyping the extracted file named "liteloader-1.12.1-SNAPSHOT-release.jar" into the mods/ folder. If I copy it to mods/1.12.1 then it doesn't crash but LiteLoader is not active afterwards (at least Forge doesn't show it). Where would I need to place LiteLoader mods like "VoxelMap"? I am a bit confused now, sorry.
Awesome thankyou! I will take a look. Also I since refactored the name of my mod and now when I run the it it doesn't load the mod at all any ideas why this is happening? It also could of happen'd when I removed all the mixin stuff
Awesome thankyou! I will take a look. Also I since refactored the name of my mod and now when I run the it it doesn't load the mod at all any ideas why this is happening? It also could of happen'd when I removed all the mixin stuff
Mod classes must be named LiteModWhateverOtherNameYouWant and must implement one or more of the litemod callback interfaces.
I got the Liteloader version 1.12.1 and want to run a mod for 1.12 but it doesn't work.
Unfortunately until the mod updates, no. One of the reasons liteloader was created was that with modloader, old mods would just be loaded regardless, and would just cause the game to crash. LiteLoader checks that the version is valid before loading a mod. When Mojang release new versions sometimes the internal changes are small enough that mods continue to work (for example with 1.10, 1.10.1 and 1.10.2 this was the case) but with bigger internal changes this is not possible.
I tried to follow the flow chart for installing LL with Forge. However, there is no "Inherit From" option on the LL installer. There's Extend From, but my Forge profile doesn't show.
EDIT:Nevermind. I figured it out. I was trying to install LL 1.12.1 with Forge 1.12. Derp.
If the forge profile doesn't show it's because you don't have one with a valid version. Most common mistake is trying to extend 1.12.1 from 1.12 or vice versa. If you want to extend a 1.12 forge then you have to do it with a 1.12 liteloader.
Hey mumfrey, I just have a request (no need for it to happen) But would you at sometime be able to add to the example mod the using of GL drawing objects in the world?
We'd need to see the whole class, because without even looking at the render code, I can't tell if it's a problem where "ingame" is never set to true when that's running or if it's something else entirely. You're also putting your render code straight in your LiteModBase class, and while I'm not 100% certain on this, I feel it's better practice to put all of your render code in its own class and call it from there. In my mods, I generally have the Renderer class instantiated, and call renderer.render() in onTick() which you'd have to implement Tickable to use.
Again, I'm not necessarily the expert on this, but the renderers in my mods work well enough, and you can use the code for those on github as further examples.
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I drawed something like Worldedit Cui with my mod, and i can tell u that u have to call it at the right point. It wont work if u call it in the gameloop thing.
This is not the recommended way of installing LiteLoader and Forge side by side anymore, despite the install graphic on the first post saying otherwise.
In the installer, do not install it on top of Forge, but instead choose "Extract." Place the resulting file in your mods/version folder like any other mod and Forge will load it, after which LiteLoader will run any LiteMods present if they're the proper version of Minecraft.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
either pastebin or inside a spoiler -- it's really up to you.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Your mods folder will look kinda like this example:
It will contain all your Forge mods, the extracted LiteLoader jar, and all of your LiteMods.
As for whether or not LiteLoader will show up in the Forge mods list, I'm not sure, as I've not done so myself for quite some time. The real way to tell if it's successfully installed is to press ESC then look for a tab along the right edge of the screen with a chicken on it. If it's there, LiteLoader's installed, and you just found the settings panel for all the LiteMods that it loads.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
But 14.21.1.2331 is for Minecraft 1.12 and you're trying to link Liteloader for 1.12.1 to it! You can't do that! The installer is trying to protect you from yourself by not showing the incompatible version and you just ignored it.
Either install a version of forge for Minecraft 1.12.1 and link LiteLoader 1.12.1 to it, or use LiteLoader for 1.12. You cannot mix 'n match versions in the way that you're trying to.
Your log even shows that the versions are mismatched.
Does anybody know of any examples of rendering 3d objects in world? Like outline of blocks or how VillageMarker does it. I cant seem to find any
Some of the code is pretty old, but WorldEditCUI would probably be a good place to start. Also watson though this never made it past 1.8.
Awesome thankyou! I will take a look. Also I since refactored the name of my mod and now when I run the it it doesn't load the mod at all any ideas why this is happening? It also could of happen'd when I removed all the mixin stuff
Mod classes must be named LiteModWhateverOtherNameYouWant and must implement one or more of the litemod callback interfaces.
That was the fix thankyou! I am loving the fast reply for help!
Is there a way to use outdated mods?
I got the Liteloader version 1.12.1 and want to run a mod for 1.12 but it doesn't work.
Unfortunately until the mod updates, no. One of the reasons liteloader was created was that with modloader, old mods would just be loaded regardless, and would just cause the game to crash. LiteLoader checks that the version is valid before loading a mod. When Mojang release new versions sometimes the internal changes are small enough that mods continue to work (for example with 1.10, 1.10.1 and 1.10.2 this was the case) but with bigger internal changes this is not possible.
I tried to follow the flow chart for installing LL with Forge. However, there is no "Inherit From" option on the LL installer. There's Extend From, but my Forge profile doesn't show.EDIT: Nevermind. I figured it out. I was trying to install LL 1.12.1 with Forge 1.12. Derp.
If the forge profile doesn't show it's because you don't have one with a valid version. Most common mistake is trying to extend 1.12.1 from 1.12 or vice versa. If you want to extend a 1.12 forge then you have to do it with a 1.12 liteloader.
Hey mumfrey, I just have a request (no need for it to happen) But would you at sometime be able to add to the example mod the using of GL drawing objects in the world?
Use a render hook and use the Tessellator to draw quads. There is an example in the worldedit cui source.
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This is test code. I am using some code from WECUI and this is what it looks like but nothing is drawing the code is getting called though
https://hastebin.com/fexomopitu.java
We'd need to see the whole class, because without even looking at the render code, I can't tell if it's a problem where "ingame" is never set to true when that's running or if it's something else entirely. You're also putting your render code straight in your LiteModBase class, and while I'm not 100% certain on this, I feel it's better practice to put all of your render code in its own class and call it from there. In my mods, I generally have the Renderer class instantiated, and call renderer.render() in onTick() which you'd have to implement Tickable to use.
Again, I'm not necessarily the expert on this, but the renderers in my mods work well enough, and you can use the code for those on github as further examples.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
I drawed something like Worldedit Cui with my mod, and i can tell u that u have to call it at the right point. It wont work if u call it in the gameloop thing.
thats my mod https://github.com/1337Zero/Zombe/
i call the render code with the Postrenderlistener from the "onPostRenderEntities" function
hope it helps u
btw, is there a better way to get a callback from GlobalRenderlistener -> setupterrain than overriding that class on startup ?
maybe mixin but i never looked at that much
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