[size="2"]I make patches for mods that is incompatible with forge, mainly APIs but not all of them is patched by me. Most of them already allowed forge to be intergrated or have it's own forge version.[/size]
Some important info:
[size="5"]=I'm too lazy to keep up with this. Sorry people i'm no longer maintaining this. If you want to be the next Maintainer of Forge Compatibility Patches, go ahead.[/size]
[size="2"]ItemSpriteAPI 4.0 + Minecraft Forge Merge v1.4.1: Link Removed[/size][size="2"] (This will also work with GUITweaks) (MC 1.0)[/size]
[size="2"]ItemSpriteAPI 4.0 + Minecraft Forge + 4096 Blocks merge:Link Removed [/size][size="2"](This will not work with GUITweaks. Will be later)[/size]
[size="2"]ItemSpriteAPI 5.0:Link Removed (Requires forge for now)[/size]
[size="2"]ItemSpriteAPI 5.0 + Intergrated GUI Tweaks: Link Removed[/size][size="2"] (Requires Forge)[/size]
[size="2"]Type of patch: Merge[/size]
[size="2"]-=-=-=-=-=-=-=-=-=-=-=-=-[/size]
[size="2"]classes edited from ItemSpriteAPI: ItemRenderer(n.class), RenderItem(iw.class)[/size]
[size="2"]classes edited from MCForge: ItemRenderer(n.class), RenderItem(iw.class)[/size]
[size="2"]Patch created by me and ItemSpriteAPI is made by scokeev9[/size]
[size="2"]-=-=-=-=-=-=-=-=-=-=-=-=-[/size]
[size="2"]Changelog of patch:[/size]
[size="2"]
[/size]
[size="2"]ISAPI + MCForge + 4096Blocks[/size]
[size="2"]v[/size][size="2"]1.0 First release[/size]
[size="2"]v0.1 Beta release[/size]
[size="2"]ISAPI + MCForge[/size]
[size="2"]v1.4.1 now actually fixes the dropped flat terrain rendering bug with forge items.[/size]
[size="2"]v1.4 should fix the dropped [/size][size="2"]dropped flat terrain[/size][size="2"] rendering bug with forge items.[/size]
[size="2"]v1.3 updated to forge 1.2.4 and ISAPI 4.0[/size]
[size="2"]v1.2 updated to forge SVN r169. It should work with 1.2.2 plus bug fixes from r169[/size]
[size="2"]v1.1 added some code fixes pointed by CovertJaguar[/size]
[size="2"]NOTE: This patch does not require you to install di.class nor vi.class from EB but it needs PlayerAPI and ModLoader for to function! So if i found any "NoClassDefFoundError: PlayerAPI", "NoClassDefFoundError: PlayerBase" "NoClassDefFoundError: BaseMod" i will not reply to you![/size]
[size="2"]edited base classes required to be removed from Enchantable Bows: EntityPlayer(vi.class), EntityPlayerSP(di.class)[/size]
[size="2"]classes added: EBQuickDrawPAPI.class and mod_EBPAPI.class[/size]
[size="2"]Patch created by me and Enchantable Bow is made by FifthWhammy[/size]
[size="2"]These patches are copyrighted by it's parents and provided "as is" so i'm responsible with any damage that you cause! It can only be redistributed with the owner of the parents's permission and me or the Contributor![/size]
[size="2"]It is allowed though to include these patches in your modpack. But make sure you got their permission for their mods obviously.[/size]
[size="2"] [/size]
[size="2"]bit.ly is not a money making shorten links[/size]
pwndgod, I don't know if any of my mods (HarvestCraft, etc) would need patches to work with other mods due to Forge but if you do find any that need patches, so long as you link back to my forum thread and only offer the patched files for download to place on top of my own files, I'm quite happy to allow you to do this (just in case my copyright says no).
pwndgod, I don't know if any of my mods (HarvestCraft, etc) would need patches to work with other mods due to Forge but if you do find any that need patches, so long as you link back to my forum thread and only offer the patched files for download to place on top of my own files, I'm quite happy to allow you to do this (just in case my copyright says no).
FINE: Failed to load mod from "mod_EE.class"
Dec 06, 2011 2:51:52 PM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ItemModEE.setNoRepair()Lacy;
at ItemModEE.<init>(ItemModEE.java:9)
at ItemStackable.<init>(ItemStackable.java:4)
at ItemCovalenceDust.<init>(ItemCovalenceDust.java:4)
at mod_EE.<clinit>(mod_EE.java:1390)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:57)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:525)
at java.lang.Class.newInstance0(Class.java:372)
at java.lang.Class.newInstance(Class.java:325)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:722)
is all i get for premium wood (scot tools) and mc forge :S i installed mc forge, scot tools, then the patch is that right? (as well as your patch on its own)
Forge is currently buggy with those repair recipes. Eloraam is says that it will be fixed in 1.2.1
I'll look that into. cjz__ kinda don't wants he's capes mod to be redistributed. Pokemobs(vi.class conflict) and capes and ears(vi.class and zr.class conflict). I will try to get something from the authors. And thanks for reminding me about zombe's modpack, kinda forgot about he's.
STATUS ON PERMISSION: cjz__ seems doesn't want to respond. Just what i thought.
Ok due to the fact that i hate mods that didn't decompile correctly, i don't wanna patch Pokemobs. Sorry
When ever i break a block in survival with forge and scot tools and premiumwood it freezes.
Forge and scot tools worked fine for me without the patch. But when i add premiumwod it doesn't. Is there a patch for this?
Nevermind i got it:D thanks
You know these are just ment to fix compatibility. If they are summitted to forge without those mods it would result crashes everytime.
Meh, it was just a suggestion... I'd personally like to see them integrated into forge, but I'm not going to ask people to download My Mod + Forge + scokee's tool API (or whatever else) + Forge compatibility patches.... then ask them to install all of those in the correct order.
The possibility for people to screw that up is too high...
Having these integrated into forge would be a benefit.
Also, it doesn't need to crash... You can just use a try-catch when referencing outside-mods that might not exist. If the 'try' fails you just 'catch' it and ignore it (don't do anything).
Works like a charm... And to speed up the try-catch if it is in a often-used minecraft function you can use a world scope variable to check if the try has been caught before, then on the first fail-catch you mark the variable true... Then check that variable in an IF statement before the try... Therefore only ever performing the try-catch once and overall maintaining most of the speed of the original function (minus an extra IF and a world-declare).
... Blah Blah Blah. I'm sure you could figure it out if you wanted to. :wink.gif:
Meh, it was just a suggestion... I'd personally like to see them integrated into forge, but I'm not going to ask people to download My Mod + Forge + scokee's tool API (or whatever else) + Forge compatibility patches.... then ask them to install all of those in the correct order.
The possibility for people to screw that up is too high...
Having these integrated into forge would be a benefit.
Also, it doesn't need to crash... You can just use a try-catch when referencing outside-mods that might not exist. If the 'try' fails you just 'catch' it and ignore it (don't do anything).
Works like a charm... And to speed up the try-catch if it is in a often-used minecraft function you can use a world scope variable to check if the try has been caught before, then on the first fail-catch you mark the variable true... Then check that variable in an IF statement before the try... Therefore only ever performing the try-catch once and overall maintaining most of the speed of the original function (minus an extra IF and a world-declare).
... Blah Blah Blah. I'm sure you could figure it out if you wanted to. :wink.gif:
I haven't know how to actually make it detect things only. But i'll try.
btw infinitiesloop's ControlPack merge is ready.
Rollback Post to RevisionRollBack
Too addicted with Counter-Strike: Source for some reason...
I have one request, when Nature Overhaul updates, can you make a patch for the 3 conflicting files?
Here is what I was able to figure out:
The first file is the grass class file. NO adds a growth function to it, along with some bonemeal code(not sure what it does). Forge adds a seed drop hook.
The other 2 I could not quite figure out. One of them is about reeds I think, the other contains some bonemeal functions, but I am not sure what it is.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
I have one request, when Nature Overhaul updates, can you make a patch for the 3 conflicting files?
Here is what I was able to figure out:
The first file is the grass class file. NO adds a growth function to it, along with some bonemeal code(not sure what it does). Forge adds a seed drop hook.
The other 2 I could not quite figure out. One of them is about reeds I think, the other contains some bonemeal functions, but I am not sure what it is.
Ok. Thanks for the info. If NO is a ***** to decompile then i will abandon it.
Rollback Post to RevisionRollBack
Too addicted with Counter-Strike: Source for some reason...
I'll look that into. cjz__ kinda don't wants he's capes mod to be redistributed. Pokemobs(vi.class conflict) and capes and ears(vi.class and zr.class conflict). I will try to get something from the authors. And thanks for reminding me about zombe's modpack, kinda forgot about he's.
STATUS ON PERMISSION: cjz__ seems doesn't want to respond. Just what i thought.
Ok due to the fact that i hate mods that didn't decompile correctly, i don't wanna patch Pokemobs. Sorry
hum, oh well i'll talk to the pokemobs maker a see if he's ok with it and if he is ask him to send you a de compiled version.
as for the capes, again oh well cause i only would have been able to use it or pokemob.
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size]
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I'm sure they will appreciate it a lot. :smile.gif:
You know these are just ment to fix compatibility. If they are summitted to forge without those mods it would result crashes everytime.
Sure.
Forge is currently buggy with those repair recipes. Eloraam is says that it will be fixed in 1.2.1
http://www.minecraftforum.net/topic/758734-100181-minecraft-capes-and-more-v11-multiplayer-capescloaksearszombes-modpack-compatiblecape-gallery/
and
http://www.minecraftforum.net/topic/519098-100-the-official-pokemobs-pre-5/
(a friend said it didn't work with pokemobs i have not confirmed this, and i know it doesn't work with capes)
also zombe's modpack is mcforge compatible: http://www.minecraftforum.net/topic/91055-v100-zombes-modpack-26-mods-v57-upd-29nov/ with a patch he made.
I'll look that into. cjz__ kinda don't wants he's capes mod to be redistributed. Pokemobs(vi.class conflict) and capes and ears(vi.class and zr.class conflict). I will try to get something from the authors. And thanks for reminding me about zombe's modpack, kinda forgot about he's.
STATUS ON PERMISSION: cjz__ seems doesn't want to respond. Just what i thought.
Ok due to the fact that i hate mods that didn't decompile correctly, i don't wanna patch Pokemobs. Sorry
When ever i break a block in survival with forge and scot tools and premiumwood it freezes.Forge and scot tools worked fine for me without the patch. But when i add premiumwod it doesn't. Is there a patch for this?
Nevermind i got it:D thanks
Youtube: http://www.youtube.com/user/jordynx096
I think djoslin's copyright never allows people to do anything to his mod.
Meh, it was just a suggestion... I'd personally like to see them integrated into forge, but I'm not going to ask people to download My Mod + Forge + scokee's tool API (or whatever else) + Forge compatibility patches.... then ask them to install all of those in the correct order.
The possibility for people to screw that up is too high...
Having these integrated into forge would be a benefit.
Also, it doesn't need to crash... You can just use a try-catch when referencing outside-mods that might not exist. If the 'try' fails you just 'catch' it and ignore it (don't do anything).
Works like a charm... And to speed up the try-catch if it is in a often-used minecraft function you can use a world scope variable to check if the try has been caught before, then on the first fail-catch you mark the variable true... Then check that variable in an IF statement before the try... Therefore only ever performing the try-catch once and overall maintaining most of the speed of the original function (minus an extra IF and a world-declare).
... Blah Blah Blah. I'm sure you could figure it out if you wanted to. :wink.gif:
I haven't know how to actually make it detect things only. But i'll try.
btw infinitiesloop's ControlPack merge is ready.
Here is what I was able to figure out:
The first file is the grass class file. NO adds a growth function to it, along with some bonemeal code(not sure what it does). Forge adds a seed drop hook.
The other 2 I could not quite figure out. One of them is about reeds I think, the other contains some bonemeal functions, but I am not sure what it is.
Ok. Thanks for the info. If NO is a ***** to decompile then i will abandon it.
This is weird.
MCForge doesn't use aby.class... I just re-downloaded it to make sure. ControlPack does, though.
Are you telling me they aren't compatible? I'm using them both right now.
Whoops. I messed up. It is adt.class not aby.class. Will Fix ASAP
Ok now it's fixed!
hum, oh well i'll talk to the pokemobs maker a see if he's ok with it and if he is ask him to send you a de compiled version.
as for the capes, again oh well cause i only would have been able to use it or pokemob.
Go to the OP to download