Server owners doesn't realize that doing that will encourage Pokechu22 to stop cooperating with them by providing them WDLCompanion allowing full control over what the mod can do, including fully disabling the download ability. That's a stupid move on a long term perspective
ggBjorn: Take a look at the launcher log tab, there's probably a syntax error in your json file
Warning !!!!!!!!! , having this mod installed can result , in permanent BAN , on a ever growing number of servers . This may seem unfair , but its becoming a reality . On login , the mod will be detected via the server side plugin and without warning you will be kicked and BANNED ! for various degrees of time ranging from a few days up to Lifetime BAN . If you are BANNED and the server shares its BAN list with affiliates you will be BANNED for life on hundreds of more servers .
Not that I don't believe this is happening, but is there any evidence of ban-list sharing? I know it's possible, but I've never seen it anywhere (and certainly not growing use). In fact, I've seen server owners speak out against global bans in several cases. If you can find a thread of some sort about this, it would be useful. I'm aware of plugins, though.
I take it then that the purpose of this mod is no longer valid. It makes me sick to see that this has happened and no server owner is going to allow a mod for specific players that can be trusted anyway. I stopped using this continued version of World Downloader ever since the nonsensical ability to block the mod was added as I was not willing to take a risk for something I have always used honestly. Nothing but Ban bait now, what a shame.
The purpose of this mod is, and always has been (at least as I have developed it), to save stuff you built. The ability to block the mod isn't nonsensical and is necessary to future survival of the mod, more or less.
See, without any regulation, server owners are more likely to escalate against the mod, as has happened in the past (one of the earlier cases was redstone block/TNT via antixray plugins). And the thing is, once something has escalated, it's hard to de-escalate.
This mod has more or less always been in (some level of) controversy, since it's creation.
The only way to deal with escalation here is to compromise (the definition involving mutual agreement, not the others) with the other party. Without compromise, there is no way that server owners will be willing to let players useavailable the mod; instead, they end up distrustful. And that's what the system I designed was to do: to give admins a level of balanced control that makes both sides happy.
When the system was first implemented, I only had ways to disable the mod, trusting that server owners would, on their side, set up some kind of permission handling interface. Some did, particularly those that used my implementation. Others did not.
Due to, well, I'm not even sure what, other plugins were implemented that didn't even come near to implementing the full interface. They just went "Oh, WDL's trying to communicate? KICK! Heheh i'm so clever". This was not how the interface was designed, but I do understand how it works.
By necessity, if you wish to communicate to a server over plugin channels, the channel must be REGISTERed. That's simply how plugin channels work. Now, technically, from the client you can still send to an unREGISTERed plugin channel, but Bukkit refuses to do so (and if I recall correctly it completely ignores such communication). So from the start, if I want to implement something with plugin channels, there is no way to make the mod not behave slightly different from the server.
And plugin channels are really the only way to go. They were designed by Dinnerbone with the express intent of modded communication (without breaking on vanilla servers). Another potential mechanism would be chat-based (§-based codes usually since they're invisible), but since a new chat message will always create a new line, that gets messy fast. There's also MOTD-based systems... which are a horrible horrible design for a number of reasons, the most simple of which being MOTDs aren't always sent successfully (direct connect, joining really fast, spigot acting up and refusing the server list ping). Neither of those are really worth using when plugin channels are available.
As I mentioned, plugin channels must be REGISTERed. However, I did things slightly differently: a second channel, WDL|INIT, is used to state that permissions are ready. This is mostly needed to deal with multiworld servers with different permissions, since immediately sending permissions can corrupt data from previous sessions. It also deals with some annoyingness about the way Bukkit does plugin channels - as I mentioned, if you don't REGISTER it, it doesn't listen; thus it's easier to wait until a message is sent before responding. That's why an init message is needed.
A large series of changes have occurred since it was initially made, mostly to work in a more balanced way. I'm guessing you haven't been paying attention, but 1.8d introduced permission requests and chunk ranges, which are even closer to a middle ground - now, in-mod, players can request permission, have a server admin look into it, and approve the request (which, IMO, is a system most admins would be willing to use). You probably haven't seen that system on many servers, but that's because it took a while to get a full implementation (and a lot of people are still using the "her der WDL|INIT splat" system). There's also chunk overrides (which, depending on various factors such as the alignment of the planets and things like that, sometimes are also called "chunk ranges", "permission ranges", or other such things). The idea of this is to allow players to download in a server-defined area; that might seem extremely basic but it gets powerful when the areas are programatically generated, for instance from plotworld plots, skyblock island boundaries, faction claims, you name it. Both of these give admins control, but also give players power to use the mod for what they want: saving things that they have built.
Let's take something you've said a while ago (yes, this is in a different context, but I think I can still make it work).
Zombe's modpack also has X-Ray, but NoCheat has a way to block/disable it. Can you please provide a way to disable it on servers? People keep using X-Ray on my server and I have to ban them and it's getting really frustrating.
Criminals also have guns, but Law has a way to help prevent that. Can you please provide a way to make guns shoot water?
People keep using guns on my planet and I have to keep arresting them and it's getting really frustrating.
X-Ray is X-Ray and NoCheat is NoCheat. Define the two and you'll learn that each holds its own purpose. it's like Good and Evil, both hold their own intentions and their own purpose.
Either keep praying for the impossible, or close your server right down because you're not the only host. Like other methods of crime; with X-Ray you can mod it through having transparent texture packs, therefore mods like this are not the only form for you to whine about. Take it up with mojang if you like, but I doubt they'll listen nor care, pretty much like most of the people who enjoy the benefits of this mod.
The customization of texture packs is here to stay, likewise with modding. So like the other person complaining, get out.
Now, this quote is about X-Ray. And I've got nothing against X-Ray mods for some use cases (particularly, building mob systems and making sure my mob tubing will line up correctly). And while, guess what, transparent texture packs no longer work, your point still holds somewhat true today about X-Ray mods.
But the goals of World Downloader and server admins are not mutually exclusive. They want to keep what they have built on their server (and not hosted on other servers without credit); I (or users of the mod) want to keep what I have built for personal backups. You will have noted that the mod branding has changed, but it's to what the mod was, more or less always, developed for. soccerguy3 has suggested several times that I retitle it to "Minecraft Personal Backup" or a similar name, and while I agree with him, changing the mod title really makes it hard for players to find it. In general, that's what the mod is, and always has been, for. Your statement that "the purpose of this mod is no longer valid" is itself not valid.
Now, on to your claim about the mod being "Nothing but Ban[sic] bait now". That's completely false. I get what you are trying to say, but the mod does what it has always done, and it does it more or less the same way it always did. Yes, there are some things it's doing slower as soccerguy3 mentioned a few posts ago, but that's been mostly fixed with a rewrite of chunk saving code (which will be in the next release whenever it's done).
The mod still works. The mod does everything it needs to. Servers who are automatically banning people are doing things really poorly and I'm not happy with it either.
I'm not going to get rid of the system that I've already set up. That would only make things worse. Well, temporarily, it would make things better, but in the long run, server owners are always going to find ways to detect the mod (be it loader behavior such as the forge handshake or liteloader mod configuration, differences with the way the mod behaves, players running around a bunch, players who have the number '2' in their names, etcetera). They might be horribly convoluted and inaccurate ways, but, well, what's a few hundred honest players when we can ensure that nobody missuses our server? (yes, that's an exaggeration; don't take it completely seriously)
I don't want to get rid of good will on either side. It's hard to design a balanced system, but I think I've done a good job on it for the technical aspects. But the social aspects haven't done too well. If you can think of a better technical system that achieves the needs of both sides, without violating the set of preexisting packets, plugin channels in bukkit, the space-time continuum, packet length restrictions, and other such things, then go ahead, make a suggestion. Don't just say "get rid of the system entirely"; that doesn't account for existing and historical complexities. Go!
This turned out a lot longer than I expected. But I think that it still makes sense, more or less. I haven't really proofread it, sorry. In case it isn't too clear, I'm not very good at communication; I wish I could have expressed myself better and earlier so that this didn't become an issue. But the bottom line is, for servers to let people use the mod, you need to let servers work with the mod.
ggBjorn, as ORelio mentioned, most likely you have a typo in the JSON file. If so, you'll see something like "com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 241 column 4" in the launcher log (and the profile won't show up in the list). Most likely, you've got too many or too few "{"s or "}"s; look for an extra one somewhere. Also, do try looking at the example I posted further up. Sorry that this JSON stuff is confusing and if you have any advice on how to make it clearer, I'd appreciate it :3.
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I thought it would be a good idea to point out the warning , since I experienced the BAN's personally . I have a number of Admin tools installed for use in SP and MP , WDL being one of them . My use of WDL is different than what some people use it for . I'm Admin for a number of servers , moving extremely large builds using WorldEdit will result in LAG or server crashes. If a Player wants to move his build from site A , to site B . I turn on WDL , copy chunks at site A and site B , I now have a local copy that I can work on in MCEdit , then upload the processed chunks back to the server .
Blocking players that have WDL installed , may become a standard thing . Just *ASK* the server admins before installing the mod
Aight so I follow the steps exactly as they say, literally done this 3 times now. I even deleted my 1.8.9 version and ran MC in 1.8.9 again to ensure I had a clean JSON. I get the following error:
I was gonna include what my JSON includes for you to see, but I don't really know what it contains, for all I know it could have some details which allows someone into my account if they know them. If it's safe and you need it for help, ask me and I'll post it. But yeah, any help would be appreciated, I really don't know where I'm going wrong.
Most likely, you have a missing "}" somewhere in your JSON. It's safe to post it, and if you do, I can tell you what's missing. The version JSON tells the launcher what libraries it needs to load, where to get those libraries, and what parameters are needed - nothing personally identifiable; the only reason I don't give a preexisting one is because it's still necessary to change the ID to match what you named the folder and a prewritten one can't do that.
Alrighty, gotcha, thanks. Here's the JSON: I feel like it's a lot longer than it was before, but maybe I just didn't notice the length originally.
You're missing one closing bracket at the very end; just put another "}" at the bottom of the JSON and it should work.
And the JSON has gotten a fair bit longer recently; in older versions the hashes and sizes weren't listed and the addition of them has doubled or tripled the length.
I tried many times, it would be very easy if you took your 1.9WDL folder and just zipped it for us.
I can give you the JSON but you still need to create the JAR, sorry. Legally, we cannot redistribute the full minecraft jar. The JSON is pretty simple (but sometimes a pain to create). Here's a JSON that will work if you named your version 1.9WDL exactly (if it's named something else, you'll still need to change it, which is what makes creating the JSON annoying and why I don't usually a prewritten one).
Asuming you want to compile from scratch, the process is a bit of a pain and I haven't really documented yet (it's one of the many things that I want to improve some time but haven't had the time to do yet).
First you need to grab the latest MCP release, which for 1.9 still is in beta and only is found on searge's twitter. Download it then overwrite the conf folder with the conf folder from the mcp folder in WDL (this gets the right mappings, and sets up the code formatter). Then run MCP's decompile script and wait while the game decompiles.
Once the game has finished decompiling, you need to then merge the 'src' folder with wdl's MCP src folder. This adds the changes to the base clasess. Also copy the contents of WDL's main src folder there (createsymlinks.bat will do something like this, but it's a bit more complicated and I don't want to explain how to set up the folders for it right now).
To run the game, you can either open eclipse to the MCP eclipse workspace (the 'eclipse' folder) or run 'startClient.bat' (you'll need to run 'recompile.bat' first if you've made any changes).
To create an install, you need to recompile and then run reobfuscate. And then you need to manually inspect the reobfuscated class list since sometimes this MCP beta includes things that weren't actually changed. And also copy the WDL assets folder.
Sorry about how messy this is... WDL doesn't have quite the best build setup currently. (Also, the build environment I use is slightly different from the one I described, but it's harder to create and I don't want to explain it right now... I'll probably put a wiki page on it sometime later)
I can give you the JSON but you still need to create the JAR, sorry. Legally, we cannot redistribute the full minecraft jar. The JSON is pretty simple (but sometimes a pain to create). Here's a JSON that will work if you named your version 1.9WDL exactly (if it's named something else, you'll still need to change it, which is what makes creating the JSON annoying and why I don't usually a prewritten one).
Alright, I copy and pasted your provided JSON code into my 1.9 JSON file (renamed "1.9WDL"). I also copied all the files from the 1.9 beta2 release of WDL into the .jar, making sure to hit "Replace" for all items:
Copy the .minecraft/versions/1.x.x folder to .minecraft/versions/1.x.x.wdl
Go into folder 1.x.x.wdl.
Rename 1.x.x.jar to 1.x.x.wdl.jar
Rename 1.x.x.json to 1.x.x.wdl.json
Open 1.x.x.wdl.json with a text editor of your choice.
Change the "id" value to "1.x.x.wdl" (the name used elsewhere).
Scroll to the bottom of the JSON file and delete the entire "downloads" block near the bottom.
Open 1.x.x.wdl.jar with 7-zip or another archive manager.
Delete the META-INF from within 1.x.x.wdl.jar (this folder is used to check if the jar has been modified).
Copy all of the files from within the World Downloader zip file into the jar, overwriting files and merging folders if prompted.
Restart the launcher, "edit profile" (or make a new profile) and "use version" 1.x.x.wdl.
* You can the .minecraft folder on ...
Windows by entering %APPDATA%\.minecraft in an Explorer window or in the start->run dialog.
Linux by opening ~/.minecraft/ in a file manager of your choice.
Mac OS X by opening ~/Library/Application Support/minecraft in Finder.
You need to create a second version; you can't edit the main one. You also need to remove the bottom "downloads" section from the JSON. Otherwise, the launcher will think you've got an out of date JAR and replace it.
Or, you can use an alternative launcher that does mods automatically. I recommend multimc (you need to use its jar mod function) or magic launcher.
Alright, I copy and pasted your provided JSON code into my 1.9 JSON file (renamed "1.9WDL"). I also copied all the files from the 1.9 beta2 release of WDL into the .jar, making sure to hit "Replace" for all items:
--
I booted up my client and got this error:
---
Anyone have any idea what went wrong?
You did everything right, it looks like. Some people have reported issues with the mod not working on mac, though. I'm not entirely sure what could cause macs to specifically fail like that (and I don't have a mac to experiment on). I'm going to chat with you via PM for a bit and maybe we'll be able to figure it out. (Though maybe multimc will work for you)
You did everything right, it looks like. Some people have reported issues with the mod not working on mac, though. I'm not entirely sure what could cause macs to specifically fail like that (and I don't have a mac to experiment on). I'm going to chat with you via PM for a bit and maybe we'll be able to figure it out. (Though maybe multimc will work for you)
I copied the contents of my OSX minecraft folder into the .minecraft folder on my Windows VM, and still got the same eerror:
Sure. I can PM you my Skype if it would make message-to-message communication more convenient.
I downloaded multimc but haven't the least bit idea how to work it. PMs definitely needed!
You did everything right, it looks like. Some people have reported issues with the mod not working on mac, though. I'm not entirely sure what could cause macs to specifically fail like that (and I don't have a mac to experiment on). I'm going to chat with you via PM for a bit and maybe we'll be able to figure it out. (Though maybe multimc will work for you)
I have a Window's Virtual Machine, so I tried your method of manually editing the JSON/JAR files.
***NOTE:I edited all the files on my Mac side, then copied the entire minecraft folder to my Windows side and tried running it.
Alright, so first I copied the JSON code you posted from above (permalink) and set up my JSON file:
I also opened the "1.9WDL.jar" with an extraction tool, deleted the META-INF folder, pasted all the contents from the unzipped "WorldDownloader_1.9a-beta2" folder into the JAR (making sure to click "Replace" whenever prompted), and saved the JAR:
I then copied my "completed" minecraft folder to my Windows Virtual Machine and replaced all the files in the ".minecraft" folder with the ones I had just copied:
Lastly, I tried running my Minecraft client using the new version we just created by hand:
Got the same error as I did on my Mac side using the same method:
I did not try this method with the WorldDownloader_1.9a-beta1 or the WorldDownloader_1.8.9a-beta1 versions.
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Quote from TheOneAlex>>
I'm obviously missing out on some basic step; any idea what it could be?
Your on a Mac . Make sure you install Oracles Java 8 u77 x64
Let the program through the firewall .
Login is email and password .
Make sure you can run 1.9 in the Vanilla and login to a MP game .
My take on 1.9 , is it corrupts its own worlds . some of these bugs are Mojangs
Your on a Mac . Make sure you install Oracles Java 8 u77 x64
Let the program through the firewall .
Login is email and password .
Make sure you can run 1.9 in the Vanilla and login to a MP game .
My take on 1.9 , is it corrupts its own worlds . some of these bugs are Mojangs
Alright, Java 8 u77 (64 bit .dmg file) was installed successfully.
Here I am playing singleplayer 1.9 in Vanilla on a multiplayer server I downloaded ages ago with this same mod:
And here I am playing multiplayer 1.9 on a server:
Ok, then I tried loading the WDL mod with MagicLauncher again.
I noticed a new error in MagicLauncher though when I added the WorldDownloader_1.9a-beta2.zip to the Mods list...
I tried running it anyway for kicks and giggles and got the same error as earlier. Not really important though since the WDL mod isn't working for me yet :3.
Is your keyboard US English ? Are there any symbols in your user name . sp614x answered a similar question in the Magiclauncher topic . It has something to do with the Mac OS . I'm on Win 10 . Go into Advanced and see if it found the Java location. if not enter the correct location .See if the Base Folder is correct . set memory Show me the Advanced screen
Server owners doesn't realize that doing that will encourage Pokechu22 to stop cooperating with them by providing them WDLCompanion allowing full control over what the mod can do, including fully disabling the download ability. That's a stupid move on a long term perspective
ggBjorn: Take a look at the launcher log tab, there's probably a syntax error in your json file
Not that I don't believe this is happening, but is there any evidence of ban-list sharing? I know it's possible, but I've never seen it anywhere (and certainly not growing use). In fact, I've seen server owners speak out against global bans in several cases. If you can find a thread of some sort about this, it would be useful. I'm aware of plugins, though.
The purpose of this mod is, and always has been (at least as I have developed it), to save stuff you built. The ability to block the mod isn't nonsensical and is necessary to future survival of the mod, more or less.
See, without any regulation, server owners are more likely to escalate against the mod, as has happened in the past (one of the earlier cases was redstone block/TNT via antixray plugins). And the thing is, once something has escalated, it's hard to de-escalate.
This mod has more or less always been in (some level of) controversy, since it's creation.
(/u/Notex800, May 21 2011)
The only way to deal with escalation here is to compromise (the definition involving mutual agreement, not the others) with the other party. Without compromise, there is no way that server owners will be willing to let players useavailable the mod; instead, they end up distrustful. And that's what the system I designed was to do: to give admins a level of balanced control that makes both sides happy.
When the system was first implemented, I only had ways to disable the mod, trusting that server owners would, on their side, set up some kind of permission handling interface. Some did, particularly those that used my implementation. Others did not.
Due to, well, I'm not even sure what, other plugins were implemented that didn't even come near to implementing the full interface. They just went "Oh, WDL's trying to communicate? KICK! Heheh i'm so clever". This was not how the interface was designed, but I do understand how it works.
By necessity, if you wish to communicate to a server over plugin channels, the channel must be REGISTERed. That's simply how plugin channels work. Now, technically, from the client you can still send to an unREGISTERed plugin channel, but Bukkit refuses to do so (and if I recall correctly it completely ignores such communication). So from the start, if I want to implement something with plugin channels, there is no way to make the mod not behave slightly different from the server.
And plugin channels are really the only way to go. They were designed by Dinnerbone with the express intent of modded communication (without breaking on vanilla servers). Another potential mechanism would be chat-based (§-based codes usually since they're invisible), but since a new chat message will always create a new line, that gets messy fast. There's also MOTD-based systems... which are a horrible horrible design for a number of reasons, the most simple of which being MOTDs aren't always sent successfully (direct connect, joining really fast, spigot acting up and refusing the server list ping). Neither of those are really worth using when plugin channels are available.
As I mentioned, plugin channels must be REGISTERed. However, I did things slightly differently: a second channel, WDL|INIT, is used to state that permissions are ready. This is mostly needed to deal with multiworld servers with different permissions, since immediately sending permissions can corrupt data from previous sessions. It also deals with some annoyingness about the way Bukkit does plugin channels - as I mentioned, if you don't REGISTER it, it doesn't listen; thus it's easier to wait until a message is sent before responding. That's why an init message is needed.
A large series of changes have occurred since it was initially made, mostly to work in a more balanced way. I'm guessing you haven't been paying attention, but 1.8d introduced permission requests and chunk ranges, which are even closer to a middle ground - now, in-mod, players can request permission, have a server admin look into it, and approve the request (which, IMO, is a system most admins would be willing to use). You probably haven't seen that system on many servers, but that's because it took a while to get a full implementation (and a lot of people are still using the "her der WDL|INIT splat" system). There's also chunk overrides (which, depending on various factors such as the alignment of the planets and things like that, sometimes are also called "chunk ranges", "permission ranges", or other such things). The idea of this is to allow players to download in a server-defined area; that might seem extremely basic but it gets powerful when the areas are programatically generated, for instance from plotworld plots, skyblock island boundaries, faction claims, you name it. Both of these give admins control, but also give players power to use the mod for what they want: saving things that they have built.
Let's take something you've said a while ago (yes, this is in a different context, but I think I can still make it work).
Now, this quote is about X-Ray. And I've got nothing against X-Ray mods for some use cases (particularly, building mob systems and making sure my mob tubing will line up correctly). And while, guess what, transparent texture packs no longer work, your point still holds somewhat true today about X-Ray mods.
But the goals of World Downloader and server admins are not mutually exclusive. They want to keep what they have built on their server (and not hosted on other servers without credit); I (or users of the mod) want to keep what I have built for personal backups. You will have noted that the mod branding has changed, but it's to what the mod was, more or less always, developed for. soccerguy3 has suggested several times that I retitle it to "Minecraft Personal Backup" or a similar name, and while I agree with him, changing the mod title really makes it hard for players to find it. In general, that's what the mod is, and always has been, for. Your statement that "the purpose of this mod is no longer valid" is itself not valid.
Now, on to your claim about the mod being "Nothing but Ban[sic] bait now". That's completely false. I get what you are trying to say, but the mod does what it has always done, and it does it more or less the same way it always did. Yes, there are some things it's doing slower as soccerguy3 mentioned a few posts ago, but that's been mostly fixed with a rewrite of chunk saving code (which will be in the next release whenever it's done).
The mod still works. The mod does everything it needs to. Servers who are automatically banning people are doing things really poorly and I'm not happy with it either.
I'm not going to get rid of the system that I've already set up. That would only make things worse. Well, temporarily, it would make things better, but in the long run, server owners are always going to find ways to detect the mod (be it loader behavior such as the forge handshake or liteloader mod configuration, differences with the way the mod behaves, players running around a bunch, players who have the number '2' in their names, etcetera). They might be horribly convoluted and inaccurate ways, but, well, what's a few hundred honest players when we can ensure that nobody missuses our server? (yes, that's an exaggeration; don't take it completely seriously)
I don't want to get rid of good will on either side. It's hard to design a balanced system, but I think I've done a good job on it for the technical aspects. But the social aspects haven't done too well. If you can think of a better technical system that achieves the needs of both sides, without violating the set of preexisting packets, plugin channels in bukkit, the space-time continuum, packet length restrictions, and other such things, then go ahead, make a suggestion. Don't just say "get rid of the system entirely"; that doesn't account for existing and historical complexities. Go!
This turned out a lot longer than I expected. But I think that it still makes sense, more or less. I haven't really proofread it, sorry. In case it isn't too clear, I'm not very good at communication; I wish I could have expressed myself better and earlier so that this didn't become an issue. But the bottom line is, for servers to let people use the mod, you need to let servers work with the mod.
ggBjorn, as ORelio mentioned, most likely you have a typo in the JSON file. If so, you'll see something like "com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 241 column 4" in the launcher log (and the profile won't show up in the list). Most likely, you've got too many or too few "{"s or "}"s; look for an extra one somewhere. Also, do try looking at the example I posted further up. Sorry that this JSON stuff is confusing and if you have any advice on how to make it clearer, I'd appreciate it :3.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
I thought it would be a good idea to point out the warning , since I experienced the BAN's personally . I have a number of Admin tools installed for use in SP and MP , WDL being one of them . My use of WDL is different than what some people use it for . I'm Admin for a number of servers , moving extremely large builds using WorldEdit will result in LAG or server crashes. If a Player wants to move his build from site A , to site B . I turn on WDL , copy chunks at site A and site B , I now have a local copy that I can work on in MCEdit , then upload the processed chunks back to the server .
Blocking players that have WDL installed , may become a standard thing . Just *ASK* the server admins before installing the mod
Most likely, you have a missing "}" somewhere in your JSON. It's safe to post it, and if you do, I can tell you what's missing. The version JSON tells the launcher what libraries it needs to load, where to get those libraries, and what parameters are needed - nothing personally identifiable; the only reason I don't give a preexisting one is because it's still necessary to change the ID to match what you named the folder and a prewritten one can't do that.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
You're missing one closing bracket at the very end; just put another "}" at the bottom of the JSON and it should work.
And the JSON has gotten a fair bit longer recently; in older versions the hashes and sizes weren't listed and the addition of them has doubled or tripled the length.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
How do you build and install version 1.9
Can I please have a pre-made Json for 1.9?
For world downloader?
I tried many times, it would be very easy if you took your 1.9WDL folder and just zipped it for us.
I need help!
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We can't re distribute Minecraft files. sorry!
I can give you the JSON but you still need to create the JAR, sorry. Legally, we cannot redistribute the full minecraft jar. The JSON is pretty simple (but sometimes a pain to create). Here's a JSON that will work if you named your version 1.9WDL exactly (if it's named something else, you'll still need to change it, which is what makes creating the JSON annoying and why I don't usually a prewritten one).
Asuming you want to compile from scratch, the process is a bit of a pain and I haven't really documented yet (it's one of the many things that I want to improve some time but haven't had the time to do yet).
First you need to grab the latest MCP release, which for 1.9 still is in beta and only is found on searge's twitter. Download it then overwrite the conf folder with the conf folder from the mcp folder in WDL (this gets the right mappings, and sets up the code formatter). Then run MCP's decompile script and wait while the game decompiles.
Once the game has finished decompiling, you need to then merge the 'src' folder with wdl's MCP src folder. This adds the changes to the base clasess. Also copy the contents of WDL's main src folder there (createsymlinks.bat will do something like this, but it's a bit more complicated and I don't want to explain how to set up the folders for it right now).
To run the game, you can either open eclipse to the MCP eclipse workspace (the 'eclipse' folder) or run 'startClient.bat' (you'll need to run 'recompile.bat' first if you've made any changes).
To create an install, you need to recompile and then run reobfuscate. And then you need to manually inspect the reobfuscated class list since sometimes this MCP beta includes things that weren't actually changed. And also copy the WDL assets folder.
Sorry about how messy this is... WDL doesn't have quite the best build setup currently. (Also, the build environment I use is slightly different from the one I described, but it's harder to create and I don't want to explain it right now... I'll probably put a wiki page on it sometime later)
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
How to install World Downloader for 1.9???
when open the version the files are delete
Alright, I copy and pasted your provided JSON code into my 1.9 JSON file (renamed "1.9WDL"). I also copied all the files from the 1.9 beta2 release of WDL into the .jar, making sure to hit "Replace" for all items:
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I booted up my client and got this error:
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Anyone have any idea what went wrong?
See the main post's section on installation instructions.
Windows by entering %APPDATA%\.minecraft in an Explorer window or in the start->run dialog.
Linux by opening ~/.minecraft/ in a file manager of your choice.
Mac OS X by opening ~/Library/Application Support/minecraft in Finder.
You need to create a second version; you can't edit the main one. You also need to remove the bottom "downloads" section from the JSON. Otherwise, the launcher will think you've got an out of date JAR and replace it.
Or, you can use an alternative launcher that does mods automatically. I recommend multimc (you need to use its jar mod function) or magic launcher.
You did everything right, it looks like. Some people have reported issues with the mod not working on mac, though. I'm not entirely sure what could cause macs to specifically fail like that (and I don't have a mac to experiment on). I'm going to chat with you via PM for a bit and maybe we'll be able to figure it out. (Though maybe multimc will work for you)
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
I copied the contents of my OSX minecraft folder into the .minecraft folder on my Windows VM, and still got the same eerror:
Sure. I can PM you my Skype if it would make message-to-message communication more convenient.
I downloaded multimc but haven't the least bit idea how to work it. PMs definitely needed!
For people having a hard time setting up Core Mods , I suggest you use Magiclauncher
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1262884-launcher-magic-launcher-1-3-2-mods-options
Just create a Profile and add WDL to the list
[Windows] Manually Editing JSON/JAR Method (Trial1)
I have a Window's Virtual Machine, so I tried your method of manually editing the JSON/JAR files.
***NOTE: I edited all the files on my Mac side, then copied the entire minecraft folder to my Windows side and tried running it.
Alright, so first I copied the JSON code you posted from above (permalink) and set up my JSON file:
I also opened the "1.9WDL.jar" with an extraction tool, deleted the META-INF folder, pasted all the contents from the unzipped "WorldDownloader_1.9a-beta2" folder into the JAR (making sure to click "Replace" whenever prompted), and saved the JAR:
I then copied my "completed" minecraft folder to my Windows Virtual Machine and replaced all the files in the ".minecraft" folder with the ones I had just copied:
Lastly, I tried running my Minecraft client using the new version we just created by hand:
Got the same error as I did on my Mac side using the same method:
I did not try this method with the WorldDownloader_1.9a-beta1 or the WorldDownloader_1.8.9a-beta1 versions.
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[MAC] MagicLauncher Method (Trial 1)
I set up a new "configuration" for 1.9 and added the World Downloader 1.9 beta 2 .zip to the list:
I got the following errors when trying to log onto servers (each error's frequency seemed random):
I'm obviously missing out on some basic step; any idea what it could be?
Your on a Mac . Make sure you install Oracles Java 8 u77 x64
Let the program through the firewall .
Login is email and password .
Make sure you can run 1.9 in the Vanilla and login to a MP game .
My take on 1.9 , is it corrupts its own worlds . some of these bugs are Mojangs
Alright, Java 8 u77 (64 bit .dmg file) was installed successfully.
Here I am playing singleplayer 1.9 in Vanilla on a multiplayer server I downloaded ages ago with this same mod:
And here I am playing multiplayer 1.9 on a server:
Ok, then I tried loading the WDL mod with MagicLauncher again.
I noticed a new error in MagicLauncher though when I added the WorldDownloader_1.9a-beta2.zip to the Mods list...
I tried running it anyway for kicks and giggles and got the same error as earlier. Not really important though since the WDL mod isn't working for me yet :3.
Any feedback now?
Is your keyboard US English ? Are there any symbols in your user name . sp614x answered a similar question in the Magiclauncher topic . It has something to do with the Mac OS . I'm on Win 10 . Go into Advanced and see if it found the Java location. if not enter the correct location .See if the Base Folder is correct . set memory Show me the Advanced screen