This is a topic for the new forge mod loader project, FML. Starting out as a server side only, then embracing bukkit mod loading, it now encompasses the client as well.
For most of you, you'll be getting this as part of forge or the minecraftportcentral integrated build, automatically, no work required. However, it is available standalone if you wish to run a server or client without forge but with modloading capability.
Developers who only want to use the FML mod loader, without also using forge, can obtain source distributions from the github download area. Current version is 4.7.x for minecraft 1.4.7 or 5.x for the 1.5 pre-release.
There is a snapshot branch available, that will track some of the snapshots leading to 1.5. This will hopefully help all you modders with what is likely to be a challenging update.
To install the binary, unzip, put into minecraft.jar file. Deleting META-INF is strictly optional. To run a dedicated server put the fml universal binary in the same directory as minecraft_server.jar and then run java -jar <fml-universal-binary>.zip.
So, if I'm reading this right, this should (once it's been fleshed out) make SSP-only mods usable on an SMP server, or at least make the SMP porting process a heck of a lot easier, correct?
Looks very interesting. I like that fact that it does not explicitly require Forge to work. Any chance on a Bukkit port of this, or details on how this makes porting simple mods to Bukkit plugins "easier"? Can't live without WorldGuard and other plugins
I was just wondering, would this work with a normal vanilla or bukkit server. I'm going to download it to find out.
If it doesn't work, could someone please tell me what i can use.
Alright, I need a step-by-step installation guide.
My goal: Get FML + craftbukkit working without the rest of forge.
In particular, I cannot use MCPC's forge's system.
End goal: Support PPC J5 clients. Support modloader functionality to replace Risugami's single-player only modloader with a client/server modloader system for 1.3 moving forward.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Alright, I need a step-by-step installation guide.
My goal: Get FML + craftbukkit working without the rest of forge.
In particular, I cannot use MCPC's forge's system.
End goal: Support PPC J5 clients. Support modloader functionality to replace Risugami's single-player only modloader with a client/server modloader system for 1.3 moving forward.
Are you saying you're trying to rewrite ModLoader? Cause Forge already did that (and is in the process of replacing Risugami's ModLoader with a completely compatible single player version of this)
Are you saying you're trying to rewrite ModLoader? Cause Forge already did that (and is in the process of replacing Risugami's ModLoader with a completely compatible single player version of this)
No. I'm trying to take the subset of forge that does modloading -- FML -- which is already now separated out from the rest of forge, make sure it works in Java 5, and then install that in my server, and make sure that clients have that same java 5 FML (client side if the two are different, I thought they were the same), and use this -- Java 5 compatible FML -- to load mods that need FML but do not need the rest of Forge.
FML is the new, multiplayer compatible modloader.
It will, as far as it currently seems, be replacing Risugami's Modloader.
But the curent system is Java 6.
PPC Macs can only do Java 5.
Modloader works in Java 5.
Minecraft works in Java 5.
A number of single player mods work in Java 5.
Apparently, Forge needs java 6 for the support for Generics in the language.
But that appears to not be needed for typical mods with specific instances.
The currently available packages are:
1. Vanilla -- no mod support.
2. CraftBukkit -- Plug-in support, no mod support. No new blocks, as far as I can tell.
4. MCPC -- CraftBukkit plus ALL of forge. Requires Java 6.
What I'm looking for is something between CB and MCPC -- CB plus FML that only needs J5.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No. I'm trying to take the subset of forge that does modloading -- FML -- which is already now separated out from the rest of forge, make sure it works in Java 5, and then install that in my server, and make sure that clients have that same java 5 FML (client side if the two are different, I thought they were the same), and use this -- Java 5 compatible FML -- to load mods that need FML but do not need the rest of Forge.
FML is the new, multiplayer compatible modloader.
It will, as far as it currently seems, be replacing Risugami's Modloader.
But the curent system is Java 6.
PPC Macs can only do Java 5.
Modloader works in Java 5.
Minecraft works in Java 5.
A number of single player mods work in Java 5.
Apparently, Forge needs java 6 for the support for Generics in the language.
But that appears to not be needed for typical mods with specific instances.
The currently available packages are:
1. Vanilla -- no mod support.
2. CraftBukkit -- Plug-in support, no mod support. No new blocks, as far as I can tell.
4. MCPC -- CraftBukkit plus ALL of forge. Requires Java 6.
What I'm looking for is something between CB and MCPC -- CB plus FML that only needs J5.
Dude, if you're still using PPC I'd say its time for an upgrade, as I'm pretty sure those haven't been produced for ~ 4 years and aren't even supported in modern Mac apps. You're trying to cater to a very limited audience (that's only going to get smaller). But if you have so many problems with Forge, why don't you just send a commit to the GitHub project? I did it, fixed a longstanding bug in EntityRenderer that Mojang refuses to fix until the official API.
when I installed it in my server, i get an error, that says:
[WARNING] Failed to handle packet: java.lang.IllegalStateException: Failed to add player. gi@c9 already is in chunk 0, -1
java.lang.IllegalStateException: Failed to add player. gi@c9 already is in chunk 0, -1
at ar.a(SourceFile:32)
at zf.a(SourceFile:233)
at jg.c(ServerConfigurationManager.java:158)
at forge.PacketHandlerServer.finishLogin(PacketHandlerServer.java:151)
at forge.PacketHandlerServer.onModListResponse(PacketHandlerServer.java:97)
at forge.PacketHandlerServer.onPacketData(PacketHandlerServer.java:36)
at forge.MessageManager.dispatchIncomingMessage(MessageManager.java:420)
at mm.a(NetServerHandler.java:1036)
at gl.a(SourceFile:46)
at qq.b(NetworkManager.java:353)
at mm.a(NetServerHandler.java:73)
at fk.a(SourceFile:107)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:566)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at dn.run(SourceFile:492)
For most of you, you'll be getting this as part of forge or the minecraftportcentral integrated build, automatically, no work required. However, it is available standalone if you wish to run a server or client without forge but with modloading capability.
The current FML downloads are here. Always use the latest one
(I recently moved from github to space kindly donated by the forge team because github downloads have been ended)
More (probably outdated) information is available at github. This is an LGPL open source project.
https://github.com/MinecraftForge/FML/wiki
Developers who only want to use the FML mod loader, without also using forge, can obtain source distributions from the github download area. Current version is 4.7.x for minecraft 1.4.7 or 5.x for the 1.5 pre-release.
There is a snapshot branch available, that will track some of the snapshots leading to 1.5. This will hopefully help all you modders with what is likely to be a challenging update.
To install the binary, unzip, put into minecraft.jar file. Deleting META-INF is strictly optional. To run a dedicated server put the fml universal binary in the same directory as minecraft_server.jar and then run java -jar <fml-universal-binary>.zip.
ALL compatibility issues with non-forge mods should be reported to the issues list at Github: https://github.com/MinecraftForge/FML/issues
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
This also has the benefit of making simpler server mods (ones like NEI and CJB's QuickCraft) easier to port to Bukkit plugins.
Indeed . . .
So, people who want to make mods with this would have to recode their stuff, right?
You mean that the SMP mod code when done with FML (again with that acronym >_>) will not be entirely different from the client code?
Sorry if that was implied or wrong. The wiki doesn't say much.
If it doesn't work, could someone please tell me what i can use.
My goal: Get FML + craftbukkit working without the rest of forge.
In particular, I cannot use MCPC's forge's system.
End goal: Support PPC J5 clients. Support modloader functionality to replace Risugami's single-player only modloader with a client/server modloader system for 1.3 moving forward.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Are you saying you're trying to rewrite ModLoader? Cause Forge already did that (and is in the process of replacing Risugami's ModLoader with a completely compatible single player version of this)
No. I'm trying to take the subset of forge that does modloading -- FML -- which is already now separated out from the rest of forge, make sure it works in Java 5, and then install that in my server, and make sure that clients have that same java 5 FML (client side if the two are different, I thought they were the same), and use this -- Java 5 compatible FML -- to load mods that need FML but do not need the rest of Forge.
FML is the new, multiplayer compatible modloader.
It will, as far as it currently seems, be replacing Risugami's Modloader.
But the curent system is Java 6.
PPC Macs can only do Java 5.
Modloader works in Java 5.
Minecraft works in Java 5.
A number of single player mods work in Java 5.
Apparently, Forge needs java 6 for the support for Generics in the language.
But that appears to not be needed for typical mods with specific instances.
The currently available packages are:
1. Vanilla -- no mod support.
2. CraftBukkit -- Plug-in support, no mod support. No new blocks, as far as I can tell.
4. MCPC -- CraftBukkit plus ALL of forge. Requires Java 6.
What I'm looking for is something between CB and MCPC -- CB plus FML that only needs J5.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Dude, if you're still using PPC I'd say its time for an upgrade, as I'm pretty sure those haven't been produced for ~ 4 years and aren't even supported in modern Mac apps. You're trying to cater to a very limited audience (that's only going to get smaller). But if you have so many problems with Forge, why don't you just send a commit to the GitHub project? I did it, fixed a longstanding bug in EntityRenderer that Mojang refuses to fix until the official API.
[WARNING] Failed to handle packet: java.lang.IllegalStateException: Failed to add player. gi@c9 already is in chunk 0, -1
java.lang.IllegalStateException: Failed to add player. gi@c9 already is in chunk 0, -1
at ar.a(SourceFile:32)
at zf.a(SourceFile:233)
at jg.c(ServerConfigurationManager.java:158)
at forge.PacketHandlerServer.finishLogin(PacketHandlerServer.java:151)
at forge.PacketHandlerServer.onModListResponse(PacketHandlerServer.java:97)
at forge.PacketHandlerServer.onPacketData(PacketHandlerServer.java:36)
at forge.MessageManager.dispatchIncomingMessage(MessageManager.java:420)
at mm.a(NetServerHandler.java:1036)
at gl.a(SourceFile:46)
at qq.b(NetworkManager.java:353)
at mm.a(NetServerHandler.java:73)
at fk.a(SourceFile:107)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:566)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at dn.run(SourceFile:492)
What am I doing wrong?
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