Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

[1.5] FML : a new mod loader

1.5 modloading

  • Please log in to reply
223 replies to this topic

#1

cpw
    cpw

    Zombie Killer

  • Curse Premium
  • Curse Premium
  • 211 posts

Posted 08 April 2012 - 03:02 PM

*
POPULAR

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.

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More (probably outdated) information is available at github.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/M...tForge/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/M...orge/FML/issues
A cool banner was here, but it has been removed

Register or log in to remove.

#2

OstrichMan13
  • Location: SPAAAAAAAAAAAAAAAACE
  • Minecraft: OstrichMan13

Posted 08 April 2012 - 03:23 PM

LOL that acronym

#3

WayofTime
    WayofTime

    Obsidian Miner

  • Members
  • 1300 posts

Posted 08 April 2012 - 07:12 PM

Good job, cpw. So this loader is already in the main forge download, right? Too bad you won't get as much credit as due!
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime

I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraft.../topic/1899223-

#4

streetstar5
  • Location: Harlem, NY

Posted 09 April 2012 - 06:24 AM

Nice work.
Posted Image

#5

CJB
    CJB

    Void Walker

  • Members
  • 1761 posts
  • Minecraft: CJB_ ლ(ಠ益ಠლ)

Posted 09 April 2012 - 01:04 PM

This is very usefull, already used this to make quickcraft available for SMP :)

#6

Elusivehawk
  • Location: None of your beeswax, bum.
  • Minecraft: Elusivehawk

Posted 09 April 2012 - 03:11 PM

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?

#7

armed_troop

Posted 09 April 2012 - 07:00 PM

Yes.

This also has the benefit of making simpler server mods (ones like NEI and CJB's QuickCraft) easier to port to Bukkit plugins.

#8

natchu96
    natchu96

    Obsidian Miner

  • Members
  • 1263 posts

Posted 10 April 2012 - 10:50 AM

View PostOstrichMan13, on 08 April 2012 - 03:23 PM, said:

LOL that acronym

Indeed . . .


So, people who want to make mods with this would have to recode their stuff, right?
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
Posted Image

#9

armed_troop

Posted 10 April 2012 - 09:48 PM

Unless they use MLMP's packet stuff, the necessary changes would be small.

#10

natchu96
    natchu96

    Obsidian Miner

  • Members
  • 1263 posts

Posted 11 April 2012 - 09:46 AM

View Postarmed_troop, on 10 April 2012 - 09:48 PM, said:

Unless they use MLMP's packet stuff, the necessary changes would be small.

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.
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
Posted Image

#11

MWisBest
    MWisBest

    Zombie Killer

  • Members
  • 182 posts
  • Minecraft: MWisBest

Posted 11 April 2012 - 04:59 PM

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 :P

#12

0xXxDEADxXx0
  • Location: Sweden
  • Minecraft: 0xXxDEADxXx0

Posted 12 April 2012 - 09:43 AM

very cool that you made this cpw back to 3 apis client wise modloader, audio mod, and forge :)
now just to wait at all the ports :)
please use spoilers for error reports
[spoiler]your content here[/spoiler]

#13

micdoodle8
    micdoodle8

    Lapis Lazuli Collector

  • Members
  • 1156 posts
  • Location: Toronto, Canada
  • Minecraft: micdoodle8

Posted 20 April 2012 - 02:21 PM

Is adding non-mob entities to SMP any less buggy than MLMP? I gave up with SMP projectiles as they were acting funky.

Posted Image


#14

gavmat8
    gavmat8

    Coal Miner

  • Members
  • 144 posts
  • Location: Everywhere
  • Minecraft: gavmat8

Posted 21 April 2012 - 02:41 PM

Sounds epic. :D!! I will try it.

Posted Image


#15

quantumkitty

Posted 22 April 2012 - 12:13 AM

wait, so do we install this into the minecraft.jar, or the minecraft_server.jar?

#16

Moddingwithpie1221

Posted 01 May 2012 - 01:06 AM

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.

#17

Keybounce

Posted 10 May 2012 - 07:01 PM

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.
My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce
** NEW: FtB "Magic Farm", performance testing and java flags.
My main world: http://www.minecraft...ts-play-series/
"Wait, an update?! Geez, I didn't know we skipped Easter and went straight to Christmas."

#18

Pheenixm
    Pheenixm

    Obsidian Miner

  • Curse Premium
  • Curse Premium
  • 1260 posts
  • Location: Atlanta, GA, USA
  • Minecraft: Pheenixm

Posted 10 May 2012 - 08:01 PM

View PostKeybounce, on 10 May 2012 - 07:01 PM, said:

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)
Posted Image

#19

Keybounce

Posted 10 May 2012 - 10:40 PM

View PostPheenixm, on 10 May 2012 - 08:01 PM, said:

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.
My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce
** NEW: FtB "Magic Farm", performance testing and java flags.
My main world: http://www.minecraft...ts-play-series/
"Wait, an update?! Geez, I didn't know we skipped Easter and went straight to Christmas."

#20

Pheenixm
    Pheenixm

    Obsidian Miner

  • Curse Premium
  • Curse Premium
  • 1260 posts
  • Location: Atlanta, GA, USA
  • Minecraft: Pheenixm

Posted 11 May 2012 - 03:50 AM

View PostKeybounce, on 10 May 2012 - 10:40 PM, said:

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.
Posted Image