Don't know if it is possible, but when installing the loader with a forge already installed, if is possible copy to the new profile the JVM arguments that was present.
Another thing. After installing the Little loader, the OAK door ITEM get no texture (purple and black squares) only the item, if you place it that renders perfect fine.
Is there a way how i can use a library like this: https://github.com/socketio/socket.io-client-java in my Mod? Are there any examples of how to include a library? I want to create a Mod which can communicate with my node.js socket.io server-application.
(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?
Mixins is not a mod, so it wouldn't be on curse. It's a library designed to be packaged with your mod. Both sponge and LiteLoader do this.
Ok, then, Ouch.
LiteLoader is for client-side stuff only. Sponge is not forge.
Is there a way for a server-sided forge mod (that is adding blocks, behavior, etc) to use Mixin? (Someone wants to port a 1.7.10 mod and doesn't want to touch any ASM coremods directly)
(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?
LiteLoader is for client-side stuff only. Sponge is not forge.
Is there a way for a server-sided forge mod (that is adding blocks, behavior, etc) to use Mixin? (Someone wants to port a 1.7.10 mod and doesn't want to touch any ASM coremods directly)
First, Sponge is for forge. There's 2 editions: SpongeVanilla, and SpongeForge. The latter of which requires forge.
I said the way you're supposed to use mixins is to "shade" it into your mod jar. Yes, this increases the size of your mod, but the alternative is to tell your users to get another mod that uses mixins (such as sponge or liteloader).
More information on shading here.
Just a note: For some reason, shadow doesn't play nice with the liteloader forgegradle plugin. it always wants to shade all of liteloader and mixin into the litemod.
I don't think you need (or should) do a tamper check before any ticks have been sent. Tamper checks ideally should be done before any permission checks.
(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?
(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?
Lets try a different approach/asking this a little differently.
What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?
I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.
The example project in the Forge MDK is essentially Hello World. On game startup, it prints some stuff about dirt blocks to the console.
And Sponge IS a replacement for spigot. The only thing about it is that for forge, it's required to be a mod. For vanilla, you just need to launch the jar as is.
I thought sponge was a server alternative like spigot. Am I badly mistaken then?
Sponge is an API platform. It has implementations which plug into different environments. SpongeVanilla is a "stand alone" server which just applies the mixins to vanilla (so basically like bukkit but applied at runtime so no licensing issues). SpongeForge is the same thing but just designed to plug into forge and can thus run as a mod. Mixin is a stand-alone library which can be used on its own, it is bundled with Sponge and also with LiteLoader.
Lets try a different approach/asking this a little differently.
What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?
I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.
This is explained in the mixin documentation, in a nutshell to use mixins your mod becomes a "core mod", There is no "hello world" because if you're familiar with coremodding then it's pretty straightforward to plug in mixin, not familiar with coremodding then you should get aquainted with the special requirements of that before touching mixins.
Read the mixin documentation and familiarise yourself with the IFMLLoadingPlugin infrastructure before doing anything else.
I read all the tutorials on your site. I also searched this thread. Can you explain to me how to get development running in eclipse for 12.2.2 with the GitLab Repo? I appreciate it.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/23/2015
Posts:
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Member Details
Hi!
I was watching the tutorials to develop mods for LiteLoader but I stopped in the step to import the repository of the page https://subversion.assembla.com/svn/liteloader/, and apparently that repository does not exist then my question is What is the new procedure to make the mods for LiteLoader? Apparently, the tutorial found on the LiteLoader website is outdated and I expect an answer to this topic.
I was watching the tutorials to develop mods for LiteLoader but I stopped in the step to import the repository of the page https://subversion.assembla.com/svn/liteloader/, and apparently that repository does not exist then my question is What is the new procedure to make the mods for LiteLoader? Apparently, the tutorial found on the LiteLoader website is outdated and I expect an answer to this topic.
Annex screenshots to validate what I say
That tutorial you used is no longer valid and up to date. Instead, simply use the example mod as a template. It builds like any forge mod (There's plenty of tutorials for that).
The Meaning of Life, the Universe, and Everything.
Join Date:
9/23/2015
Posts:
48
Member Details
Hi again, here I come again to ask you something about the Liteloader, what happens is how do I include the source code from Liteloader to Forge Gradle in eclipse? In the first instance, I am new in this to create mods for Minecraft but if I have experience in programming, I just do not know how to include source code of other mods to make compatible those mods with the one I am creating. I hope they understand me. regards
Liteloader uses the same build system as Forge now. Any tutorial for setting up a Forge modding environment also works with Liteloader. The only difference is Forge isn't included in the project.
Don't install liteloader on top of the forge profile -- click extract in the installer and place the file in your mods folder
Rollback Post to RevisionRollBack
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!
Don't know if it is possible, but when installing the loader with a forge already installed, if is possible copy to the new profile the JVM arguments that was present.
Another thing. After installing the Little loader, the OAK door ITEM get no texture (purple and black squares) only the item, if you place it that renders perfect fine.
The gradle syntax is there in the readme.
I seem unable to find the thread (or even curseforge project) for mixins.
I know that Liteloader only support mixins for the client; I'm looking for server-side support as well. Where would I find it?
* 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?
Mixins is not a mod, so it wouldn't be on curse. It's a library designed to be packaged with your mod. Both sponge and LiteLoader do this.
https://github.com/spongepowered/mixin
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Ok, then, Ouch.
LiteLoader is for client-side stuff only. Sponge is not forge.
Is there a way for a server-sided forge mod (that is adding blocks, behavior, etc) to use Mixin? (Someone wants to port a 1.7.10 mod and doesn't want to touch any ASM coremods directly)
* 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?
First, Sponge is for forge. There's 2 editions: SpongeVanilla, and SpongeForge. The latter of which requires forge.
I said the way you're supposed to use mixins is to "shade" it into your mod jar. Yes, this increases the size of your mod, but the alternative is to tell your users to get another mod that uses mixins (such as sponge or liteloader).
More information on shading here.
Just a note: For some reason, shadow doesn't play nice with the liteloader forgegradle plugin. it always wants to shade all of liteloader and mixin into the litemod.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
I don't think you need (or should) do a tamper check before any ticks have been sent. Tamper checks ideally should be done before any permission checks.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
I thought sponge was a server alternative like spigot. Am I badly mistaken then?
* 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?
Lets try a different approach/asking this a little differently.
What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?
I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.
* 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?
The example project in the Forge MDK is essentially Hello World. On game startup, it prints some stuff about dirt blocks to the console.
And Sponge IS a replacement for spigot. The only thing about it is that for forge, it's required to be a mod. For vanilla, you just need to launch the jar as is.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Sponge is an API platform. It has implementations which plug into different environments. SpongeVanilla is a "stand alone" server which just applies the mixins to vanilla (so basically like bukkit but applied at runtime so no licensing issues). SpongeForge is the same thing but just designed to plug into forge and can thus run as a mod. Mixin is a stand-alone library which can be used on its own, it is bundled with Sponge and also with LiteLoader.
This is explained in the mixin documentation, in a nutshell to use mixins your mod becomes a "core mod", There is no "hello world" because if you're familiar with coremodding then it's pretty straightforward to plug in mixin, not familiar with coremodding then you should get aquainted with the special requirements of that before touching mixins.
Read the mixin documentation and familiarise yourself with the IFMLLoadingPlugin infrastructure before doing anything else.
Hey!
I read all the tutorials on your site. I also searched this thread. Can you explain to me how to get development running in eclipse for 12.2.2 with the GitLab Repo? I appreciate it.
Hi!
I was watching the tutorials to develop mods for LiteLoader but I stopped in the step to import the repository of the page https://subversion.assembla.com/svn/liteloader/, and apparently that repository does not exist then my question is What is the new procedure to make the mods for LiteLoader? Apparently, the tutorial found on the LiteLoader website is outdated and I expect an answer to this topic.
Annex screenshots to validate what I say
That tutorial you used is no longer valid and up to date. Instead, simply use the example mod as a template. It builds like any forge mod (There's plenty of tutorials for that).
http://develop.liteloader.com/liteloader/ExampleMod
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Yeah, you basicly need a (the) Example Mod.
In Eclipse go to Gradle Tasks and run
forgegrandle -> setupDecompWorkspace
ide - > eclipse
if no gradle tasks are displayed go rightlick the project - gradle - refresh gradle
simular to Intelij i guess
Thanks Killjoy1221 and 1337Zero, soon I will try!
Hi again, here I come again to ask you something about the Liteloader, what happens is how do I include the source code from Liteloader to Forge Gradle in eclipse? In the first instance, I am new in this to create mods for Minecraft but if I have experience in programming, I just do not know how to include source code of other mods to make compatible those mods with the one I am creating. I hope they understand me. regards
If you use the new gradle system, you dont need liteloader for you project (its added all with that gradle buildscript).
So basicly get the example mod and change it to your mod is enough
Liteloader uses the same build system as Forge now. Any tutorial for setting up a Forge modding environment also works with Liteloader. The only difference is Forge isn't included in the project.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Don't install liteloader on top of the forge profile -- click extract in the installer and place the file in your mods folder
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!