Oi, I'd completely forgotten about that. Pre-1.3 versions had to modify PlayerControllerSP and PlayerControllerMP, so I guess it would stand to reason that a mod restoring original SSP functionality would also restore the old PlayerControllerSP file.
Oi, I'd completely forgotten about that. Pre-1.3 versions had to modify PlayerControllerSP and PlayerControllerMP, so I guess it would stand to reason that a mod restoring original SSP functionality would also restore the old PlayerControllerSP file.
Yes. As far as I understand, click mining involves also modifying PlayerControllerCreative, but I didn't check that.
However, my SSP controllers are actually subclasses of PlayerControllerMP (Otherwise I would have to modify Minecraft.playerController field type, causing half of the game to be recompiled), but they override literally every method to make sure no packets are being sent. (They can be sent, as there is a fake NetworkHandler that will skip most packages and directly process others, but meh)
I checked the bct.class file from 1.6.2, and it semms that this has become a completly different class.
Thus, the mod doesn't work with 1.6.2 at the moment.
Yep, 1.6.2 broke it. I updated the generic version earlier today, but the Forge version is going to require considerably more effort.
Forge has decided it's no longer going to tolerate .jar edits because they've managed to implement Forge without touching the .jar, and they reason that if they can do that, anyone else should be able to implement their mods without doing so either. In order to make the change this mod makes, because I'm fairly confident there's no proper Forge hook to let me do the thing I want to, I'll have to go through some arcane process to create a mod that edits the bytecode at runtime. Luckily for me, the way I've updated the mod for years has already been by modifying bytecode (because it's way easier to do than to decompile/patch/recompile), so at least I already know exactly what needs to be changed and where.
Yep, 1.6.2 broke it. I updated the generic version earlier today, but the Forge version is going to require considerably more effort.
Forge has decided it's no longer going to tolerate .jar edits because they've managed to implement Forge without touching the .jar, and they reason that if they can do that, anyone else should be able to implement their mods without doing so either.
In fairness, Cpw's thinking is a little more than that. The vision is that every piece of code is signed, and you know that there are no unwanted alterations. We've seen all sorts of internet hijacks over the years, and there's no reason to think that if web pages can be modified by your ISP, that a download can't be modified as well.
By ensuring that everything is unaltered, especially when you are talking about mods that are altering bytecode, you can be more assured that what is being patched is what you expected.
Requiring unaltered jars, and patching at runtime, is actually a better way to go.
Magic Launcher has behaved that way since at least version 0.97 (when I started using it).
The idea of multiMC/FTB of "Lets build a brand new jar file, and then not sign it", and expecting it to work?
I've got a 147 private FTB mod pack that, in the current version, works on my friend's microsoft windows OS system, but fails with a security exception on my apple macintosh OS system. So yea, trying to mix signatures is bad.
If you really want a launcher to work with patched jars, get your launcher/patcher to sign what it changes.
In order to make the change this mod makes, because I'm fairly confident there's no proper Forge hook to let me do the thing I want to, I'll have to go through some arcane process to create a mod that edits the bytecode at runtime. Luckily for me, the way I've updated the mod for years has already been by modifying bytecode (because it's way easier to do than to decompile/patch/recompile), so at least I already know exactly what needs to be changed and where.
And patching the bytecode in a controlled fashion is part of the reason for core mods. Good luck.
(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?
Oh, I'm not disagreeing with the changes or anything. It's just that creating a coremod requires a decent amount of effort, and I can't really work up the motivation required to do so.
nice. would you mind uploading your 1.6.2 forge version now that theres this post directly above me?
What that post is referring to is how to get Forge to run with a modified jar. It probably can run with the file this mod modifies just fine, it just chooses not to. Not that there isn't a reason for that, though. Launching Forge with those flags mentioned earlier causes it to bypass the checks in place to ensure no files are modified before Forge makes its changes to the code at runtime. It is for that reason that the remarkably half-assed method through which I used to make a Forge version pre-1.6 is no longer valid.
I'll get around to making a proper coremod one of these days.
When I finish mining a block, it immediately starts on the next block (the one that's behind the one I just finished), but however, the animation on the 2nd block restarts halfway through. Resulting in the same, if not longer mining speeds of vanilla Minecraft.
This applies to Minecraft 1.6.2 with Click Mining Fix and Rei's minimap installed.
*EDIT* I had to double check that what I was saying was true. And it is, but only when using the hand to mine (dirt). I tried with a diamond shovel, and now it mines as it should. Or shouldn't, since it's a mod .
For some blocks, it doesn't make too much of a difference, but for things with a near-instant block destruction time, such as dirt with a diamond shovel, it can increase overall destruction rate enough to allow for continuous removal of a a 1x1 line while sprinting.
I tried, doesn't work for me. How do you install this? I put the bzc.class file into minecraft.jar. Is that not right?
btw, I recommend making a super obvious "how to install" heading on the original post.
As usual with jar mods now, create a new 1.7.2 profile first.
- Use the official launcher to download and start once Minecraft 1.7.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Copy the folder "1.7.2" as "1.7.2_modded"
- Go in the subfolder "1.7.2_modded"
- Rename "1.7.2.jar" to "1.7.2_modded.jar"
- Rename "1.7.2.json" to "1.7.2_modded.json"
- Open the file "1.7.2_modded.json" with a text editor and replace "id":"1.7.2" with"id":"1.7.2_modded" and save the file
- Open the file "1.7.2_modded.jar" with 7zip, WinRAR or any other copmpatible archiver
- Copy the files from the ZIP file into "1.7.2_modded.jar" and remove the META-INF folder.
- Start the official launcher
- Click "Edit Profile"
- Select "Use version:" -> "release 1.7.2_modded"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
When forge and FML finaly rolls around, be sure to add the line
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
to JVM arguments in the profile settings.
As usual with jar mods now, create a new 1.7.2 profile first.
- Use the official launcher to download and start once Minecraft 1.7.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Copy the folder "1.7.2" as "1.7.2_modded"
- Go in the subfolder "1.7.2_modded"
- Rename "1.7.2.jar" to "1.7.2_modded.jar"
- Rename "1.7.2.json" to "1.7.2_modded.json"
- Open the file "1.7.2_modded.json" with a text editor and replace "id":"1.7.2" with"id":"1.7.2_modded" and save the file
- Open the file "1.7.2_modded.jar" with 7zip, WinRAR or any other copmpatible archiver
- Copy the files from the ZIP file into "1.7.2_modded.jar" and remove the META-INF folder.
- Start the official launcher
- Click "Edit Profile"
- Select "Use version:" -> "release 1.7.2_modded"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
When forge and FML finaly rolls around, be sure to add the line
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
to JVM arguments in the profile settings.
Thanks for this! If I have to trudge through 1.7.2. without forge, at least your contribution makes it much faster.
As usual with jar mods now, create a new 1.7.4 profile first.
- Use the official launcher to download and start once Minecraft 1.7.4.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Copy the folder "1.7.4" as "1.7.4_modded"
- Go in the subfolder "1.7.4_modded"
- Rename "1.7.4.jar" to "1.7.4_modded.jar"
- Rename "1.7.4.json" to "1.7.4_modded.json"
- Open the file "1.7.4_modded.json" with a text editor and replace "id":"1.7.4" with"id":"1.7.4_modded" and save the file
- Open the file "1.7.4_modded.jar" with 7zip, WinRAR or any other copmpatible archiver
- Copy the files from the ZIP file into "1.7.4_modded.jar" and remove the META-INF folder.
- Start the official launcher
- Click "Edit Profile"
- Select "Use version:" -> "release 1.7.4_modded"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
When forge and FML finaly rolls around, be sure to add the line
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
to JVM arguments in the profile settings.
Rollback Post to RevisionRollBack
install forge
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
Unless it modifies bdr.class, I'm not sure why it would be.
Anyhow, updated for 1.6.1. No Forge version yet.
However, my SSP controllers are actually subclasses of PlayerControllerMP (Otherwise I would have to modify Minecraft.playerController field type, causing half of the game to be recompiled), but they override literally every method to make sure no packets are being sent. (They can be sent, as there is a fake NetworkHandler that will skip most packages and directly process others, but meh)
1.5.2-7.8.1.737 -> http://www.minecraft...pic,9242.0.html
It is up to date. The 1.5.2 version, anyway.
Yep, 1.6.2 broke it. I updated the generic version earlier today, but the Forge version is going to require considerably more effort.
Forge has decided it's no longer going to tolerate .jar edits because they've managed to implement Forge without touching the .jar, and they reason that if they can do that, anyone else should be able to implement their mods without doing so either. In order to make the change this mod makes, because I'm fairly confident there's no proper Forge hook to let me do the thing I want to, I'll have to go through some arcane process to create a mod that edits the bytecode at runtime. Luckily for me, the way I've updated the mod for years has already been by modifying bytecode (because it's way easier to do than to decompile/patch/recompile), so at least I already know exactly what needs to be changed and where.
In fairness, Cpw's thinking is a little more than that. The vision is that every piece of code is signed, and you know that there are no unwanted alterations. We've seen all sorts of internet hijacks over the years, and there's no reason to think that if web pages can be modified by your ISP, that a download can't be modified as well.
By ensuring that everything is unaltered, especially when you are talking about mods that are altering bytecode, you can be more assured that what is being patched is what you expected.
Requiring unaltered jars, and patching at runtime, is actually a better way to go.
Magic Launcher has behaved that way since at least version 0.97 (when I started using it).
The idea of multiMC/FTB of "Lets build a brand new jar file, and then not sign it", and expecting it to work?
I've got a 147 private FTB mod pack that, in the current version, works on my friend's microsoft windows OS system, but fails with a security exception on my apple macintosh OS system. So yea, trying to mix signatures is bad.
If you really want a launcher to work with patched jars, get your launcher/patcher to sign what it changes.
And patching the bytecode in a controlled fashion is part of the reason for core mods. Good luck.
* 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?
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
works for now
"we won't provide every possible hook and buck the people that want another one"
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
Oh, I'm not disagreeing with the changes or anything. It's just that creating a coremod requires a decent amount of effort, and I can't really work up the motivation required to do so.
What that post is referring to is how to get Forge to run with a modified jar. It probably can run with the file this mod modifies just fine, it just chooses not to. Not that there isn't a reason for that, though. Launching Forge with those flags mentioned earlier causes it to bypass the checks in place to ensure no files are modified before Forge makes its changes to the code at runtime. It is for that reason that the remarkably half-assed method through which I used to make a Forge version pre-1.6 is no longer valid.
I'll get around to making a proper coremod one of these days.
When I finish mining a block, it immediately starts on the next block (the one that's behind the one I just finished), but however, the animation on the 2nd block restarts halfway through. Resulting in the same, if not longer mining speeds of vanilla Minecraft.
This applies to Minecraft 1.6.2 with Click Mining Fix and Rei's minimap installed.
*EDIT* I had to double check that what I was saying was true. And it is, but only when using the hand to mine (dirt). I tried with a diamond shovel, and now it mines as it should. Or shouldn't, since it's a mod .
I tried, doesn't work for me. How do you install this? I put the bzc.class file into minecraft.jar. Is that not right?
btw, I recommend making a super obvious "how to install" heading on the original post.
Maybe he meant an enchanted diamond shovel, with Efficiency IV or something.
As usual with jar mods now, create a new 1.7.2 profile first.
- Use the official launcher to download and start once Minecraft 1.7.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Copy the folder "1.7.2" as "1.7.2_modded"
- Go in the subfolder "1.7.2_modded"
- Rename "1.7.2.jar" to "1.7.2_modded.jar"
- Rename "1.7.2.json" to "1.7.2_modded.json"
- Open the file "1.7.2_modded.json" with a text editor and replace "id":"1.7.2" with"id":"1.7.2_modded" and save the file
- Open the file "1.7.2_modded.jar" with 7zip, WinRAR or any other copmpatible archiver
- Copy the files from the ZIP file into "1.7.2_modded.jar" and remove the META-INF folder.
- Start the official launcher
- Click "Edit Profile"
- Select "Use version:" -> "release 1.7.2_modded"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
When forge and FML finaly rolls around, be sure to add the line
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
to JVM arguments in the profile settings.
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
Thanks for this! If I have to trudge through 1.7.2. without forge, at least your contribution makes it much faster.
-updated on 1/25/2011-
Newest song is here!
Link Removed
Like this sig? Ask JoelMacro for one! (check out richmighty's sigs too!)
http://www.mediafire.com/download/5c79cs61qgd84wz/click mining fix 1.7.4.zip
As usual with jar mods now, create a new 1.7.4 profile first.
- Use the official launcher to download and start once Minecraft 1.7.4.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Copy the folder "1.7.4" as "1.7.4_modded"
- Go in the subfolder "1.7.4_modded"
- Rename "1.7.4.jar" to "1.7.4_modded.jar"
- Rename "1.7.4.json" to "1.7.4_modded.json"
- Open the file "1.7.4_modded.json" with a text editor and replace "id":"1.7.4" with"id":"1.7.4_modded" and save the file
- Open the file "1.7.4_modded.jar" with 7zip, WinRAR or any other copmpatible archiver
- Copy the files from the ZIP file into "1.7.4_modded.jar" and remove the META-INF folder.
- Start the official launcher
- Click "Edit Profile"
- Select "Use version:" -> "release 1.7.4_modded"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
When forge and FML finaly rolls around, be sure to add the line
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
to JVM arguments in the profile settings.
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
It's absolutely possible. OP posted the tutorial in this very thread - http://www.minecraftforum.net/topic/630916-162-click-mining-fix-fix-speed-up-all-mining-everywhere/page__st__100#entry15487017
It will be different if Mojang change the mining delay mechanics, but that hasn't happened in over a year.
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
It has already been updated to all these versions. Please, don't make it more difficult than it should be and just post direct links
All my "unofficial" updates are available here : https://www.mediafire.com/folder/b6u8z22nh7z1s/Minecraft
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods