I've compared the old build.gradle with buildscript.gradle and project.gradle, then I've added the lines into the new build.gradle:
Besides, can you add description into litemod{json{ }} or gradle.properties to make the mdk more friendly to new modders? I know parameter
description because I've ever used your old ExampleMods.
The reason the MDK page isn't public yet is that the tool which is meant to accompany the content is not finished. The files you see in the MDK zip show a representation of what the final MDK tool will output, this includes adding description and mixins and various other things to emit the final build files. So I'm not going to edit those base files because they'll basically be redundant soon. The main hold up is having enough time to finish off the MDK tool.
Also, would you mind to give FFlanker of #5778 a hand? I don't see his query answered.
There's really not enough information there to provide any assistance.
LiteLoader doesn't send the list of mods to the server, however any mods which support ClientPermissions will obviously have their permissions request sent to the server, and liteloader itself changes the "client brand" (part of the capabilities packet your client sends to the server) to liteloader when it is installed. Other than that, only mods which directly communicate with the server in some way (eg. via plugin channels) are visible to the server.
I note at one time Realms did not allow LiteLoader or Optifine clients to connect, but it appears now they do. I also note on my server I *tell* people what the mods are, how to get them, how they can be used, and that I *ALSO* use these mods on my server when I believe it appropriate. I also tell my players if they ruin the game for themselves using these mods, I'll be disappointed. If they ruin the game for someone ELSE on my server, I'll be displeased, and I usually express my displeasure with perma-bans. At least, that's my stress-free server-op philosophy.
I wasn't ever aware of any issues with connecting to realms other than when using an outdated version. Realms hasn't to my knowledge ever blocked liteloader or optifine specifically, it's just that sometimes the latest version of MCP is for younger version of the game than the current release. Eg. trying to connect to realms with 1.10.2 when 1.11 was current version.
Also, being pragmatic about people using mods is the absolute best way for a stress free life as a server admin.
"Also, being pragmatic about people using mods is the absolute best way for a stress free life as a server admin."
Being scheduled to work twelve 11hr shifts straight has a strong impact on my willingness to have stress over the server I admin, which is why I'm seriously eyeing Realms, possibly even Windows 10. I may lose Spigot plugins, I may lose LiteLoader in the process, but I also lose having to help people figure out modded clients every time we switch to a new version, or having to stress "needful plugins" actually upgrading rather than becoming abandonware. I never thought I'd even consider realms, but pragmatism about the whole mess of Java seems more important these days. Thanks for staying on top of LiteLoader mod upgrades. You are a huge ray of light and stability in a swirly, murky mess of "I don't really know if this will survive the next MC-Java update or not."
"Also, being pragmatic about people using mods is the absolute best way for a stress free life as a server admin."
Being scheduled to work twelve 11hr shifts straight has a strong impact on my willingness to have stress over the server I admin, which is why I'm seriously eyeing Realms, possibly even Windows 10. I may lose Spigot plugins, I may lose LiteLoader in the process, but I also lose having to help people figure out modded clients every time we switch to a new version, or having to stress "needful plugins" actually upgrading rather than becoming abandonware. I never thought I'd even consider realms, but pragmatism about the whole mess of Java seems more important these days. Thanks for staying on top of LiteLoader mod upgrades. You are a huge ray of light and stability in a swirly, murky mess of "I don't really know if this will survive the next MC-Java update or not."
In fairness, that's exactly what we're aiming to do with Sponge. We take moving with the changes very seriously instead of the Bukkit style "stretch outdated concepts till they break" (eg. still using magic numbers for block IDs a full 2 years after that ceased to be a thing). Also it's effectively powered by liteloader's core, I basically ripped the core technology of liteloader out and turned it into a standalone project called Mixin which now powers Sponge as well as quite a few other mods which are adopting it since it's so powerful.
Can i edit the build.gradle (forge one or liteloader one) to be able write a Forge mod, but with the ability to load-up a liteloader mod, to look how they both play up together?
Like i have a armor mod(made in forge) designed for the player model that is changed by the Liteloader mod.
You would have to have the mod that has the player model as a soft dependency, that way when your mod is loaded, it checks to see if that other mod is installed. If it's not installed, your mod should do nothing, or use the default player model. I'm not 100% sure how to write this up in your build.gradle file, but that's the basic idea
Rollback Post to RevisionRollBack
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I don't need a dependency that wise, yes it makes things a bit harder, but it still works (and doesn’t just suddenly break) even if the model suddenly changed.
,i just want to add liteloader framework to my Forge work space, load a liteloader mod, and make correct positioning for my models in the blockstates under debug. Because manually positioning it via class edit and reloading the game, takes ages.
It seemed to work yesterday afternoon. after I stopped looking for (highlighting) bone_block (filled double chest).
I'll continue and report if I have any more trouble.
Thanks for your reply.
Lou
I prefer to use Scenter or Ellian for searching but neither have updated to 1.12.
I also search for wooden_planks, moss_stone, monster_spawners, chests, and rail.
@ Mumfrey
I think I found the problem quoted above. I've greatly increased the memory reserved and haven't had any trouble until I ran my WE-Forge (while at Y=1), flatFloor macro:
//limit 2000000
//pos1
//pos2
//expand 5 up
//outset -h 250
//replace bedrock stone
//pos1
//pos2
//shift 1 u
//limit 25000
The above and the memory used to highlight blocks again caused a crash.
TIA & always in your debt
Lou
Except that exchanging capes for money is expressly prohibited by the Commercial Usage Guidelines. One could argue that it's a loophole since the clause in question applies to servers rather than mods, but honestly the spirit of the rule is clear.
Do you want me to add your litemod version of zombes pack to the liteloader mods list? Do you have a page for it other than github releases (forum thread, pmc page, curseforge page?)
I missed the rule about capes. I think Optifine is worth a donation for what it does, even without the capes. A mod JUST to have capes is... no thanks. Capes are supposed to be particularly special.
Drat! Thanks for saving me the work of fussing with the META-INF file to find it won't work. I love your Mine Little Pony, though. I keep thinking at some point I'll figure out how to make a ferret skin out of a pony skin and use your mod with the texture, but there's so much "Stack-of-stuff" in front of that to get to Ferret-fy the Ponified skins. AND I'd likely be the only one able to see the result, but that's ok. *I* would know. ;-)
Doesn't work with Forge 14.21.1.2331 ( I need this because of OptiFine).
With what versions of Forge is LiteLoader currently compatible?
All of them to my knowledge. It works fine for me, more likely it's a mod incompatibility than a Forge/LiteLoader crash because there's zero reason for them to be incompatible. I tried it with 2331 and 2443 and it works just fine.
The reason the MDK page isn't public yet is that the tool which is meant to accompany the content is not finished. The files you see in the MDK zip show a representation of what the final MDK tool will output, this includes adding description and mixins and various other things to emit the final build files. So I'm not going to edit those base files because they'll basically be redundant soon. The main hold up is having enough time to finish off the MDK tool.
There's really not enough information there to provide any assistance.
I'm away at the moment, I'll update the mods page when I get back home.
LiteLoader doesn't send the list of mods to the server, however any mods which support ClientPermissions will obviously have their permissions request sent to the server, and liteloader itself changes the "client brand" (part of the capabilities packet your client sends to the server) to liteloader when it is installed. Other than that, only mods which directly communicate with the server in some way (eg. via plugin channels) are visible to the server.
I wasn't ever aware of any issues with connecting to realms other than when using an outdated version. Realms hasn't to my knowledge ever blocked liteloader or optifine specifically, it's just that sometimes the latest version of MCP is for younger version of the game than the current release. Eg. trying to connect to realms with 1.10.2 when 1.11 was current version.
Also, being pragmatic about people using mods is the absolute best way for a stress free life as a server admin.
"Also, being pragmatic about people using mods is the absolute best way for a stress free life as a server admin."
Being scheduled to work twelve 11hr shifts straight has a strong impact on my willingness to have stress over the server I admin, which is why I'm seriously eyeing Realms, possibly even Windows 10. I may lose Spigot plugins, I may lose LiteLoader in the process, but I also lose having to help people figure out modded clients every time we switch to a new version, or having to stress "needful plugins" actually upgrading rather than becoming abandonware. I never thought I'd even consider realms, but pragmatism about the whole mess of Java seems more important these days. Thanks for staying on top of LiteLoader mod upgrades. You are a huge ray of light and stability in a swirly, murky mess of "I don't really know if this will survive the next MC-Java update or not."
In fairness, that's exactly what we're aiming to do with Sponge. We take moving with the changes very seriously instead of the Bukkit style "stretch outdated concepts till they break" (eg. still using magic numbers for block IDs a full 2 years after that ceased to be a thing). Also it's effectively powered by liteloader's core, I basically ripped the core technology of liteloader out and turned it into a standalone project called Mixin which now powers Sponge as well as quite a few other mods which are adopting it since it's so powerful.
@ Mumfrey
Can i edit the build.gradle (forge one or liteloader one) to be able write a Forge mod, but with the ability to load-up a liteloader mod, to look how they both play up together?
Like i have a armor mod(made in forge) designed for the player model that is changed by the Liteloader mod.
Or can this even be done?
You would have to have the mod that has the player model as a soft dependency, that way when your mod is loaded, it checks to see if that other mod is installed. If it's not installed, your mod should do nothing, or use the default player model. I'm not 100% sure how to write this up in your build.gradle file, but that's the basic idea
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 don't need a dependency that wise, yes it makes things a bit harder, but it still works (and doesn’t just suddenly break) even if the model suddenly changed.
,i just want to add liteloader framework to my Forge work space, load a liteloader mod, and make correct positioning for my models in the blockstates under debug. Because manually positioning it via class edit and reloading the game, takes ages.
@ Mumfrey
I think I found the problem quoted above. I've greatly increased the memory reserved and haven't had any trouble until I ran my WE-Forge (while at Y=1), flatFloor macro:
//pos1
//pos2
//expand 5 up
//outset -h 250
//replace bedrock stone
//pos1
//pos2
//shift 1 u
//limit 25000
The above and the memory used to highlight blocks again caused a crash.
TIA & always in your debt
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Can anyone make a capes mod for Liteloader 1.12? I would LOVE it!
optifine ?
Yes, very, Optifine. It's a small donation, and they are very worthy. AND everyone ELSE using Optfine can see your cape just fine.
Except that exchanging capes for money is expressly prohibited by the Commercial Usage Guidelines. One could argue that it's a loophole since the clause in question applies to servers rather than mods, but honestly the spirit of the rule is clear.
LiteLoader 1.12.1 is available on Jenkins and all dev repos.
i saw once a mod doing caps... checked their hp "Oh no, our db got hacked" looked into the code of their mod "DB Username and password in clear text"
thought ok, no thx
wont use that mod
Do you want me to add your litemod version of zombes pack to the liteloader mods list? Do you have a page for it other than github releases (forum thread, pmc page, curseforge page?)
if u want u can do that, i dont have a homepage/forum thread for it cause its basicly not my idea, even if i implemented all parts (mostly) myself.
And im not sure if i would get enough time for a good support ^^
maybe i will create one later
I missed the rule about capes. I think Optifine is worth a donation for what it does, even without the capes. A mod JUST to have capes is... no thanks. Capes are supposed to be particularly special.
Would it be too "cheaty" to hope hacking the metadata of a .litemod will bring it to 1.12.1?
No, all the mappings changed. They would still work if we used srg names like forge, but we don't. Most mods will probably just need to be recompiled.
Is the copywrite the only reason we're not using srg names yet?
Mods I work on and maintain:
TabbyChat | Mine Little Pony
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Drat! Thanks for saving me the work of fussing with the META-INF file to find it won't work. I love your Mine Little Pony, though. I keep thinking at some point I'll figure out how to make a ferret skin out of a pony skin and use your mod with the texture, but there's so much "Stack-of-stuff" in front of that to get to Ferret-fy the Ponified skins. AND I'd likely be the only one able to see the result, but that's ok. *I* would know. ;-)
All of them to my knowledge. It works fine for me, more likely it's a mod incompatibility than a Forge/LiteLoader crash because there's zero reason for them to be incompatible. I tried it with 2331 and 2443 and it works just fine.