To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
================ Forge ModLoader Setup Start ===================
MCP Detected already, not downloading
Setting up MCP
Patching commands.py
patching file commands.py
Commands patch applied successfully
Copying FML conf
Creating Repackaged data
Creating re-packaged srg
Creating re-packaged exc
Creating re-packaged MCP patches
Traceback (most recent call last):
File "install.py", line 76, in <module>
decompile=options.decompile, gen_conf=False)
File "install.py", line 17, in fml_main
disable_assets=disable_assets)
File "C:\1.6.4\fml\fml.py", line 1027, in decompile_minecraft
pre_decompile(mcp_dir, fml_dir, disable_assets=disable_assets)
File "C:\1.6.4\fml\fml.py", line 1075, in pre_decompile
download_minecraft(mcp_dir, fml_dir)
File "C:\1.6.4\fml\fml.py", line 1139, in download_minecraft
failed = download_libraries(mcp_dir, version_json['libraries'], mc_info['natives_dir']) or failed
File "C:\1.6.4\fml\fml.py", line 1195, in download_libraries
headers = get_headers(url)
File "C:\1.6.4\fml\fml.py", line 180, in get_headers
response = urllib2.urlopen(HeadRequest(url))
File "urllib2.pyc", line 126, in urlopen
File "urllib2.pyc", line 406, in open
File "urllib2.pyc", line 519, in http_response
File "urllib2.pyc", line 444, in error
File "urllib2.pyc", line 378, in _call_chain
File "urllib2.pyc", line 527, in http_error_default
urllib2.HTTPError: HTTP Error 501: HTTPS Required
Press any key to continue . . .
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
Unfortunately there isn't a way. It's completely broken as it is for any of the old versions, like 1.6.4. And to make matters worse, there isn't a quick fix for it either.
I've spent the past 6 months working on fixing it and I'm getting close, but it still needs way more work and investigation done, and it's difficult to keep myself motivated considering there's almost no demand for it whatsoever. I'm not helped by the fact that it's only getting harder - just very recently (about a month or two ago) Mojang shut one of the old download servers down, meaning I had to go back and fix that which wasn't easy. Not only that but getting it working is one thing. Making it so others can also do it is a whole different ballgame in and of itself.
If you would like to help, let me know and I can give some pointers to start. I'm not giving up just yet
Unfortunately there isn't a way. It's completely broken as it is for any of the old versions, like 1.6.4. And to make matters worse, there isn't a quick fix for it either.
I've spent the past 6 months working on fixing it and I'm getting close, but it still needs way more work and investigation done, and it's difficult to keep myself motivated considering there's almost no demand for it whatsoever. I'm not helped by the fact that it's only getting harder - just very recently (about a month or two ago) Mojang shut one of the old download servers down, meaning I had to go back and fix that which wasn't easy. Not only that but getting it working is one thing. Making it so others can also do it is a whole different ballgame in and of itself.
If you would like to help, let me know and I can give some pointers to start. I'm not giving up just yet
I am just making mods for 1.7.10 instead of 1.6.4, because 1.7.10 is similar to 1.6.4, because:
-Numerical IDs can still be used for referencing item and blocks
-Some of technical blocks still exist and nonexistent ones can be easily triggered to exist
-Runs smoother and faster than latest version
There is a change in Forge 1.7 which eases development: Replaced MCP with ForgeGradle, which is more organized and optimized.
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
That's fair! I haven't had much luck with 1.7.10. Probably something to do with a change I did to get 1.6.4 to work. I have too many mods that never got updated to later versions to quit on it unfortunately. Even though 1.7.10 is one of my favourite versions, and the "latest" version that I'd play.
In regards to ForgeGradle, it made its debut in 1.6 I believe... I could be wrong. They still maintained the old way as they slowly built it up however. Forge 965 is the last forge version to support pre-gradle on the 1.6 branch, and Forge 964 uses ForgeGradle. There is 1345, which is also a pre-gradle build, but I've had no luck with it and looks like an oddity. I began with fixing 964 for a while, but it can't be done. Not unless I want to rebuild FG completely due to the way it works. Debugging what's gone wrong is also much MUCH easier with the pre-gradle builds as it's just Python files, so I've gotten way further with it!
That's fair! I haven't had much luck with 1.7.10. Probably something to do with a change I did to get 1.6.4 to work. I have too many mods that never got updated to later versions to quit on it unfortunately. Even though 1.7.10 is one of my favourite versions, and the "latest" version that I'd play.
In regards to ForgeGradle, it made its debut in 1.6 I believe... I could be wrong. They still maintained the old way as they slowly built it up however. Forge 965 is the last forge version to support pre-gradle on the 1.6 branch, and Forge 964 uses ForgeGradle. There is 1345, which is also a pre-gradle build, but I've had no luck with it and looks like an oddity. I began with fixing 964 for a while, but it can't be done. Not unless I want to rebuild FG completely due to the way it works. Debugging what's gone wrong is also much MUCH easier with the pre-gradle builds as it's just Python files, so I've gotten way further with it!
/Arek
Luck? A problem about setup? Just update Gradle, it should fix the workspace errors (such as "errors are not showing up", "build failed" etc.).
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
Luck? A problem about setup? Just update Gradle, it should fix the workspace errors (such as "errors are not showing up", "build failed" etc.).
Unfortunately, it is not so simple. However I decided to try anyway from fresh, to see if maybe it'll get further than I did (more on why I expected it to fail anyway later)
Using Forge 964, the last FG release on the 1.6 branch, with JDK 7 and Gradle 2.6 RC1
Build will fail right after downloading Gradle, due to changes in links. This can partly be fixed using EndermanKiller's updated build.gradle file.
With updated links, the build still fails with a "peer not authenticated" error when accessing the Forge Maven.
This would also happen to the Central Maven, due to the fact that the last public release of JDK7, u80, does not support TLS1.2. Forge Maven goes one step further and requires TLS1.3.
Switching to JRE8 u321 allows download once again, until you hit the hardcoded Java 7 check, upon which it fails
The error says FG1.2 supports Java 8, but FG1.2 doesn't support the 1.6 versions of Forge as EndermanKiller pointed out in the same comment.
I needed to switch my envvar AND set a DEFAULT_JVM_OPTS for this to work. In user vars, setting JAVA_HOME to my main JRE8 folder, PATH to use the JRE bin and jre/bin folders. In system vars, JAVA_HOME also set to JRE8 folder, PATH set to JRE bin and jre/bin folders, and the addition of a DEFAULT_JVM_OPTS set to TLS1.3 with 1.2 fallback. Not needed, but I also set JAVA_OPTS and JAVA_TOOL_OPTIONS to the same incase it tries to look for them instead of the DEFAULT_JVM_OPTS
This passes the initial download up until you hit the check, at which point you need to switch things back to JDK7 and make a few changes. The changes being setting your DEFAULT_JVM_OPTS (and JAVA_OPTS & JAVA_TOOL_OPTIONS just incase) to use TLS1.2 only. More on why we do this extra step later.
Back to JDK7, we enter the same issue - "peer not authenticated"
Because this portion takes place after the Java 8 check, we can't fall back on newer Java versions. EndermanKiller suggests using a newer, non-public version of JDK7, which I have been doing this whole time
Last public version is u80, latest non-public build from Oracle MOS (which requires an active Java Support Subscription) is u361. This supports TLS1.2, but not TLS1.3 with no plans to backport it. It's why changing those 3 envvars to use TLS1.2 was important, but we're still stuck.
There is a way we can work around it as I have, by "mimicking" the Forge Maven repository using XAMPP, modifing the build.gradle and very tedious downloading of any file FG calls for (running the command with --debug gives full errors that aid in this), however this does not get you far.
Further on in setup, FG switches gears and as if coudn't be more of a pain, starts using hardcoded links! Oh the joy! We can't do anything about those without rebuilding FG. This is why I always expected this build to fail from the start. Even without the other issues, this one would be present and ready to ruin the day.
As a final point of pain, I mentioned in my first comment that Mojang shut a download server down. This would impact install as well, as it is also hardcoded. Using a recent build of JDK7 only helps with the Central Maven repo and nothing more.
You are correct - luck is not needed. It was doomed from the start
I think I managed to cover everything about the FG setup in this thread? It's almost 11pm and I've only just woken up. There are some other oddities and things I've ran into with my time trying to bring it to life but it's not relevant as it doesn't and won't help solve the issue.
If there's any more info you need or have ideas on other things to try let me know! I'm going to continue with Forge 965 in the mean time and maybe I can make a slither of progress after another 6 months...
If somebody still has an old working installation surely they could upload at least the directory structure so all the files could be manually put together, or a script made to download them using modern links (not sure of the legality of distributing an entire working Forge MDK environment, minus the Minecraft jar and decompiled files, of course, but the directory structure should be enough).
In particular, I've been using the same decompiled MCP installation (1.6.4, non-Forge) for nearly 9 years (installed 12/17/2013; last decompiled 3/12/2014); at first I cleaned up/decompiled it to refresh the sources but then I made a copy of the src folder so I can copy them back over if needed; when moving to a new computer I copied the entire MCP folder over, instead of reinstalling it from scratch, so I know that will work.
If somebody still has an old working installation surely they could upload at least the directory structure so all the files could be manually put together, or a script made to download them using modern links (not sure of the legality of distributing an entire working Forge MDK environment, minus the Minecraft jar and decompiled files, of course, but the directory structure should be enough).
In particular, I've been using the same decompiled MCP installation (1.6.4, non-Forge) for nearly 9 years (installed 12/17/2013; last decompiled 3/12/2014); at first I cleaned up/decompiled it to refresh the sources but then I made a copy of the src folder so I can copy them back over if needed; when moving to a new computer I copied the entire MCP folder over, instead of reinstalling it from scratch, so I know that will work.
Yes, if someone did that it would be incredibly useful, as getting the scripts to accept the files as is would be trivial (for 965 at least). As it is just now, however, we're at the mercy of the tools we have on hand. In terms of the legality of doing such a thing, it would depend on quite a few factors, and even then without it being somewhere written explicitly that it's okay I'd class that as a legal gray area. I'm not a lawyer so I can't say for 100% sure.
I have noticed you talking about that on the forums a few times. It's quite awesome how you're still using the same install even after all those years. I'd be tempted to try it, where it not for one of my main motivations of getting this to work being to add more stuff to my modpack. I've seen you mention your method isn't compatible with Forge, so it wouldn't be an option unfortunately. But good luck! Hope it continues to be as useful as ever
It seems that MCP by itself can still be set up relatively easily, as I've seen others recently using it (example, they did at first try 1.2.5 but due to issues they switched to 1.6.4); as far as I can tell MCP includes all the necessary files in a single download and the only issue might be changes to the .minecraft directory structure, from which MCP copies necessary files (why would Forge only distribute a basic installer and download all the files separately? Unless you can choose components to install you are still downloading the same stuff either way; sure, this can save space when you have many different downloads (964, 965, etc) for the same game version with only minor differences to some files, unlike MCP, which only has one for 1.6.4 and four for the entire 1.6.x series, only two for 1.7.x, etc, but the downloaded files can be automatically generated on the server when requested).
It seems that MCP by itself can still be set up relatively easily, as I've seen others recently using it (example, they did at first try 1.2.5 but due to issues they switched to 1.6.4); as far as I can tell MCP includes all the necessary files in a single download and the only issue might be changes to the .minecraft directory structure, from which MCP copies necessary files (why would Forge only distribute a basic installer and download all the files separately? Unless you can choose components to install you are still downloading the same stuff either way; sure, this can save space when you have many different downloads (964, 965, etc) for the same game version with only minor differences to some files, unlike MCP, which only has one for 1.6.4 and four for the entire 1.6.x series, only two for 1.7.x, etc, but the downloaded files can be automatically generated on the server when requested).
Most likely, and this is just a guess, is that due to the fact they don't have the okay to distribute the files they simply download them. However the way they went about implementing it is so ass backwards it baffles me. There are hundreds of ways to download files and arrange them to the desired structure, why they picked the most convoluted way is a mystery to me. MCP seems to have done it much better and whenever intentionally or unintentionally has good preservation value, which is quite important for reasons like this
On a different subject: I'm thinking about possibly making all the work I've done towards making 964/965 functional public. On the one hand, I don't want to give false hope that it working is imminent or that it's as easy as 1-2-3, but on the other, a fresh perspective could unveil something I've missed that helps in making it happen. It's a tough decision.
Unfortunately, it is not so simple. However I decided to try anyway from fresh, to see if maybe it'll get further than I did (more on why I expected it to fail anyway later)
Using Forge 964, the last FG release on the 1.6 branch, with JDK 7 and Gradle 2.6 RC1
Build will fail right after downloading Gradle, due to changes in links. This can partly be fixed using EndermanKiller's updated build.gradle file.
With updated links, the build still fails with a "peer not authenticated" error when accessing the Forge Maven.
This would also happen to the Central Maven, due to the fact that the last public release of JDK7, u80, does not support TLS1.2. Forge Maven goes one step further and requires TLS1.3.
Switching to JRE8 u321 allows download once again, until you hit the hardcoded Java 7 check, upon which it fails
The error says FG1.2 supports Java 8, but FG1.2 doesn't support the 1.6 versions of Forge as EndermanKiller pointed out in the same comment.
I needed to switch my envvar AND set a DEFAULT_JVM_OPTS for this to work. In user vars, setting JAVA_HOME to my main JRE8 folder, PATH to use the JRE bin and jre/bin folders. In system vars, JAVA_HOME also set to JRE8 folder, PATH set to JRE bin and jre/bin folders, and the addition of a DEFAULT_JVM_OPTS set to TLS1.3 with 1.2 fallback. Not needed, but I also set JAVA_OPTS and JAVA_TOOL_OPTIONS to the same incase it tries to look for them instead of the DEFAULT_JVM_OPTS
This passes the initial download up until you hit the check, at which point you need to switch things back to JDK7 and make a few changes. The changes being setting your DEFAULT_JVM_OPTS (and JAVA_OPTS & JAVA_TOOL_OPTIONS just incase) to use TLS1.2 only. More on why we do this extra step later.
Back to JDK7, we enter the same issue - "peer not authenticated"
Because this portion takes place after the Java 8 check, we can't fall back on newer Java versions. EndermanKiller suggests using a newer, non-public version of JDK7, which I have been doing this whole time
Last public version is u80, latest non-public build from Oracle MOS (which requires an active Java Support Subscription) is u361. This supports TLS1.2, but not TLS1.3 with no plans to backport it. It's why changing those 3 envvars to use TLS1.2 was important, but we're still stuck.
There is a way we can work around it as I have, by "mimicking" the Forge Maven repository using XAMPP, modifing the build.gradle and very tedious downloading of any file FG calls for (running the command with --debug gives full errors that aid in this), however this does not get you far.
Further on in setup, FG switches gears and as if coudn't be more of a pain, starts using hardcoded links! Oh the joy! We can't do anything about those without rebuilding FG. This is why I always expected this build to fail from the start. Even without the other issues, this one would be present and ready to ruin the day.
As a final point of pain, I mentioned in my first comment that Mojang shut a download server down. This would impact install as well, as it is also hardcoded. Using a recent build of JDK7 only helps with the Central Maven repo and nothing more.
You are correct - luck is not needed. It was doomed from the start
I think I managed to cover everything about the FG setup in this thread? It's almost 11pm and I've only just woken up. There are some other oddities and things I've ran into with my time trying to bring it to life but it's not relevant as it doesn't and won't help solve the issue.
If there's any more info you need or have ideas on other things to try let me know! I'm going to continue with Forge 965 in the mean time and maybe I can make a slither of progress after another 6 months...
Luck? A problem about setup? Just update Gradle, it should fix the workspace errors (such as "errors are not showing up", "build failed" etc.).
I said this for Forge 1.7.10-10.13.4.1614, not for 1.6.4-9.11.1.964. I had installation problems in 1614 build of Forge with Gradle 2.0 but when I updated to 3.2, the all problems has been fixed and now I can mod with MDK 10.13.4.1614.
Updating to 1.7.10 is not same as updating to 1.19.3 becauses 1.7.10 uses a similar system to 1.6.4 to internally represent item and blocks.
Rollback Post to RevisionRollBack
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
I bump this thread with fantastic news - with a lot of hard work and tons of spare time (give or take 8 months), it IS in fact possible to get Forge for 1.6.4 working again! I was wrong! I'm utterly speechless that it did eventually work, but it did, and I can't complain about that!
With me, I bring some screenshots:
Due to how difficult it is, however, I don't recommend it just yet. As I said before, took 8 months of work just to get to this stage. I am however going to slowly be working on making it easier via automation, as it is just a case of downloading a ton of files and changing some bits of code. Most of the time was spent debugging what went wrong where when it did. Here's the repository on github where I'll be making progress about it: https://github.com/arek-kwapis/rustedanvil/tree/1.6.4_965
But other than that.... hooray! One step closer to having 1.6.4 mods for everyone again
I bump this thread with fantastic news - with a lot of hard work and tons of spare time (give or take 8 months), it IS in fact possible to get Forge for 1.6.4 working again! I was wrong! I'm utterly speechless that it did eventually work, but it did, and I can't complain about that!
With me, I bring some screenshots:
Due to how difficult it is, however, I don't recommend it just yet. As I said before, took 8 months of work just to get to this stage. I am however going to slowly be working on making it easier via automation, as it is just a case of downloading a ton of files and changing some bits of code. Most of the time was spent debugging what went wrong where when it did. Here's the repository on github where I'll be making progress about it: https://github.com/arek-kwapis/rustedanvil/tree/1.6.4_965
But other than that.... hooray! One step closer to having 1.6.4 mods for everyone again
/Arek
That is great- I had to work in 1.7.10 due to I could not run Forge 1.6.4. Now everyone can make mods for 1.6.4 again.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
That is great- I had to work in 1.7.10 due to I could not run Forge 1.6.4. Now everyone can make mods for 1.6.4 again.
Of course, you mean Forge mods as you've been able to use MCP to make mods the entire time, and newer mod APIs like Fabric have been backported to most older versions (example), plus there is still the issue of no official support from the Forge development team for anything other than the latest versions.
Of course, you mean Forge mods as you've been able to use MCP to make mods the entire time, and newer mod APIs like Fabric have been backported to most older versions (example), plus there is still the issue of no official support from the Forge development team for anything other than the latest versions.
wE dO NoT nEeD ThEiR sUpPoRt! Support in Minecraft related forums are enough {for instance, I got support about metadata variants of blocks} Also, there are lots of Javadoc comments in Forge classes.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
wE dO NoT nEeD ThEiR sUpPoRt! Support in Minecraft related forums are enough {for instance, I got support about metadata variants of blocks} Also, there are lots of Javadoc comments in Forge classes.
It's exactly what I was thinking. The community already does a great job of offering support, why change it? With the state they have left for example 1.6.4, it's obvious to anyone they wouldn't bother to help, even if some random nobody on the internet figured out a way to get it to work and install. At least once the project is done I'll be here for Installation support, and the community can continue to give modding support.
Of course, you mean Forge mods as you've been able to use MCP to make mods the entire time, and newer mod APIs like Fabric have been backported to most older versions (example), plus there is still the issue of no official support from the Forge development team for anything other than the latest versions.
I still agree with the starting part of this. Until RustedAnvil is done and anyone can use 965, Fabric and MCP are still the best way to go hands down. There are limitations to them (such as not being compatible with existing Forge mods) but it's the only way.... for now.
While exciting, you shouldn't start holding your breath waiting the second it's possible. I don't know how long it's going to take. It could be ready today, or It could be ready next year. It depends on how much free time I have (which won't be a lot soon, I'll be moving home) and how good I am at programming, among other factors.
So until then, I'd personally still recommend either continuing what you're doing, or if you really want 1.6.4 mods, Fabric or MCP.
It's exactly what I was thinking. The community already does a great job of offering support, why change it? With the state they have left for example 1.6.4, it's obvious to anyone they wouldn't bother to help, even if some random nobody on the internet figured out a way to get it to work and install. At least once the project is done I'll be here for Installation support, and the community can continue to give modding support.
However...
I still agree with the starting part of this. Until RustedAnvil is done and anyone can use 965, Fabric and MCP are still the best way to go hands down. There are limitations to them (such as not being compatible with existing Forge mods) but it's the only way.... for now.
While exciting, you shouldn't start holding your breath waiting the second it's possible. I don't know how long it's going to take. It could be ready today, or It could be ready next year. It depends on how much free time I have (which won't be a lot soon, I'll be moving home) and how good I am at programming, among other factors.
So until then, I'd personally still recommend either continuing what you're doing, or if you really want 1.6.4 mods, Fabric or MCP.
/Arek
I will continue with Forge 1.7.10 #1614 because it is still the best way for retromodding {older versions {such as 1.2.5, 1.6.4 etc.} cannot be easily set up, they require special things, newer versions {such as 1.8.9, 1.12.2 etc.} has JSON models and blockstate objects, which is a problem when adding things with custom rendering} {editing base classes are so problematic, if there is an error that compiler could not catch, whole game may get broken in bad ways} {Legacy Fabric, actually, looks like a good way but it barely has 100 mods for it and is not compatible with my favorite mods, my modding knowledge is still too little for changing the mod loader}.
Somebody might code a Legacy Fabric library for Forge compatibility but I have no idea if it works, if it really works, how it would work [maybe mapping the MCP names with Yarn names in a similar fashion to SRG with MCP could work] . I have learnt custom fluids with the help of Javadoc comments + inspecting base classes.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
{editing base classes are so problematic, if there is an error that compiler could not catch, whole game may get broken in bad ways
I've never had this issue despite rewriting entire classes and even entire swathes of code (the source for TMCW is 7.5 MB across 528 classes; in fact, the size is nearly as large as the entire vanilla source), unless you are referring to incompatibilities with other mods, in which case it is definitely an issue, exemplified by Optifine, which causes issues for many mods because it completely replaces many classes, the fact it can be loaded as a "Forge" mod is because Forge has special handling for it (otherwise it will reject any non-Forge mods placed in the mods folder, as I discovered when I started modding, even Optifine couldn't be loaded this way back then).
Otherwise, run-time errors can happen with any type of mod ("errors that the compiler can't catch", like referencing a null object, going outside the bounds of an array, integer division by zero, etc), and I see plenty of crash reports with errors like "NoClassDefFoundError" for Forge/Fabric mods, which is impossible with direct editing unless you use reflection (example, "tried to access private field") or external libraries (many of the errors with Forge mods is because they did not install a required dependency; coremods are another common culprit since they can replace entire base classes with the same compatibility issues as directly editing them and this is why crash reports often single them out, even telling you not to report the crash to Forge).
I downloaded Forge 1.6.4 SRC and when I ran install.bat, an error was thrown and nothing happened. How can I set up
Forge for 1.6.4 and backwards?
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
I tried another fix from StackExchange but it did not work.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
The error is:
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
Unfortunately there isn't a way. It's completely broken as it is for any of the old versions, like 1.6.4. And to make matters worse, there isn't a quick fix for it either.
I've spent the past 6 months working on fixing it and I'm getting close, but it still needs way more work and investigation done, and it's difficult to keep myself motivated considering there's almost no demand for it whatsoever. I'm not helped by the fact that it's only getting harder - just very recently (about a month or two ago) Mojang shut one of the old download servers down, meaning I had to go back and fix that which wasn't easy. Not only that but getting it working is one thing. Making it so others can also do it is a whole different ballgame in and of itself.
If you would like to help, let me know and I can give some pointers to start. I'm not giving up just yet
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
I am just making mods for 1.7.10 instead of 1.6.4, because 1.7.10 is similar to 1.6.4, because:
-Numerical IDs can still be used for referencing item and blocks
-Some of technical blocks still exist and nonexistent ones can be easily triggered to exist
-Runs smoother and faster than latest version
There is a change in Forge 1.7 which eases development: Replaced MCP with ForgeGradle, which is more organized and optimized.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
That's fair! I haven't had much luck with 1.7.10. Probably something to do with a change I did to get 1.6.4 to work. I have too many mods that never got updated to later versions to quit on it unfortunately. Even though 1.7.10 is one of my favourite versions, and the "latest" version that I'd play.
In regards to ForgeGradle, it made its debut in 1.6 I believe... I could be wrong. They still maintained the old way as they slowly built it up however. Forge 965 is the last forge version to support pre-gradle on the 1.6 branch, and Forge 964 uses ForgeGradle. There is 1345, which is also a pre-gradle build, but I've had no luck with it and looks like an oddity. I began with fixing 964 for a while, but it can't be done. Not unless I want to rebuild FG completely due to the way it works. Debugging what's gone wrong is also much MUCH easier with the pre-gradle builds as it's just Python files, so I've gotten way further with it!
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
Luck? A problem about setup? Just update Gradle, it should fix the workspace errors (such as "errors are not showing up", "build failed" etc.).
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
Unfortunately, it is not so simple. However I decided to try anyway from fresh, to see if maybe it'll get further than I did (more on why I expected it to fail anyway later)
Using Forge 964, the last FG release on the 1.6 branch, with JDK 7 and Gradle 2.6 RC1
You are correct - luck is not needed. It was doomed from the start
I think I managed to cover everything about the FG setup in this thread? It's almost 11pm and I've only just woken up. There are some other oddities and things I've ran into with my time trying to bring it to life but it's not relevant as it doesn't and won't help solve the issue.
If there's any more info you need or have ideas on other things to try let me know! I'm going to continue with Forge 965 in the mean time and maybe I can make a slither of progress after another 6 months...
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
If somebody still has an old working installation surely they could upload at least the directory structure so all the files could be manually put together, or a script made to download them using modern links (not sure of the legality of distributing an entire working Forge MDK environment, minus the Minecraft jar and decompiled files, of course, but the directory structure should be enough).
In particular, I've been using the same decompiled MCP installation (1.6.4, non-Forge) for nearly 9 years (installed 12/17/2013; last decompiled 3/12/2014); at first I cleaned up/decompiled it to refresh the sources but then I made a copy of the src folder so I can copy them back over if needed; when moving to a new computer I copied the entire MCP folder over, instead of reinstalling it from scratch, so I know that will work.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yes, if someone did that it would be incredibly useful, as getting the scripts to accept the files as is would be trivial (for 965 at least). As it is just now, however, we're at the mercy of the tools we have on hand. In terms of the legality of doing such a thing, it would depend on quite a few factors, and even then without it being somewhere written explicitly that it's okay I'd class that as a legal gray area. I'm not a lawyer so I can't say for 100% sure.
I have noticed you talking about that on the forums a few times. It's quite awesome how you're still using the same install even after all those years. I'd be tempted to try it, where it not for one of my main motivations of getting this to work being to add more stuff to my modpack. I've seen you mention your method isn't compatible with Forge, so it wouldn't be an option unfortunately. But good luck! Hope it continues to be as useful as ever
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
It seems that MCP by itself can still be set up relatively easily, as I've seen others recently using it (example, they did at first try 1.2.5 but due to issues they switched to 1.6.4); as far as I can tell MCP includes all the necessary files in a single download and the only issue might be changes to the .minecraft directory structure, from which MCP copies necessary files (why would Forge only distribute a basic installer and download all the files separately? Unless you can choose components to install you are still downloading the same stuff either way; sure, this can save space when you have many different downloads (964, 965, etc) for the same game version with only minor differences to some files, unlike MCP, which only has one for 1.6.4 and four for the entire 1.6.x series, only two for 1.7.x, etc, but the downloaded files can be automatically generated on the server when requested).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Most likely, and this is just a guess, is that due to the fact they don't have the okay to distribute the files they simply download them. However the way they went about implementing it is so ass backwards it baffles me. There are hundreds of ways to download files and arrange them to the desired structure, why they picked the most convoluted way is a mystery to me. MCP seems to have done it much better and whenever intentionally or unintentionally has good preservation value, which is quite important for reasons like this
On a different subject: I'm thinking about possibly making all the work I've done towards making 964/965 functional public. On the one hand, I don't want to give false hope that it working is imminent or that it's as easy as 1-2-3, but on the other, a fresh perspective could unveil something I've missed that helps in making it happen. It's a tough decision.
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
I said this for Forge 1.7.10-10.13.4.1614, not for 1.6.4-9.11.1.964. I had installation problems in 1614 build of Forge with Gradle 2.0 but when I updated to 3.2, the all problems has been fixed and now I can mod with MDK 10.13.4.1614.
Updating to 1.7.10 is not same as updating to 1.19.3 becauses 1.7.10 uses a similar system to 1.6.4 to internally represent item and blocks.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
I bump this thread with fantastic news - with a lot of hard work and tons of spare time (give or take 8 months), it IS in fact possible to get Forge for 1.6.4 working again! I was wrong! I'm utterly speechless that it did eventually work, but it did, and I can't complain about that!
With me, I bring some screenshots:
Due to how difficult it is, however, I don't recommend it just yet. As I said before, took 8 months of work just to get to this stage. I am however going to slowly be working on making it easier via automation, as it is just a case of downloading a ton of files and changing some bits of code. Most of the time was spent debugging what went wrong where when it did. Here's the repository on github where I'll be making progress about it: https://github.com/arek-kwapis/rustedanvil/tree/1.6.4_965
But other than that.... hooray! One step closer to having 1.6.4 mods for everyone again
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
That is great- I had to work in 1.7.10 due to I could not run Forge 1.6.4. Now everyone can make mods for 1.6.4 again.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
Of course, you mean Forge mods as you've been able to use MCP to make mods the entire time, and newer mod APIs like Fabric have been backported to most older versions (example), plus there is still the issue of no official support from the Forge development team for anything other than the latest versions.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
wE dO NoT nEeD ThEiR sUpPoRt! Support in Minecraft related forums are enough {for instance, I got support about metadata variants of blocks} Also, there are lots of Javadoc comments in Forge classes.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
It's exactly what I was thinking. The community already does a great job of offering support, why change it? With the state they have left for example 1.6.4, it's obvious to anyone they wouldn't bother to help, even if some random nobody on the internet figured out a way to get it to work and install. At least once the project is done I'll be here for Installation support, and the community can continue to give modding support.
However...
I still agree with the starting part of this. Until RustedAnvil is done and anyone can use 965, Fabric and MCP are still the best way to go hands down. There are limitations to them (such as not being compatible with existing Forge mods) but it's the only way.... for now.
While exciting, you shouldn't start holding your breath waiting the second it's possible. I don't know how long it's going to take. It could be ready today, or It could be ready next year. It depends on how much free time I have (which won't be a lot soon, I'll be moving home) and how good I am at programming, among other factors.
So until then, I'd personally still recommend either continuing what you're doing, or if you really want 1.6.4 mods, Fabric or MCP.
/Arek
My repository for bringing Forge 965 (1.6.4) back to life: https://github.com/Abstrat-Technologies/rustedanvil
And it's Discord: https://discord.gg/h7qpjngd9A
"The biggest problem of a developer is the user" - Sanguin
Twitch streamer, Spotify Verified Artist, Programmer, Noragami & Kingdom Hearts fanboy, and quite possibly a high-functioning alcoholic
Socials: https://wlo.link/@AGDeveloper
I will continue with Forge 1.7.10 #1614 because it is still the best way for retromodding {older versions {such as 1.2.5, 1.6.4 etc.} cannot be easily set up, they require special things, newer versions {such as 1.8.9, 1.12.2 etc.} has JSON models and blockstate objects, which is a problem when adding things with custom rendering} {editing base classes are so problematic, if there is an error that compiler could not catch, whole game may get broken in bad ways} {Legacy Fabric, actually, looks like a good way but it barely has 100 mods for it and is not compatible with my favorite mods, my modding knowledge is still too little for changing the mod loader}.
Somebody might code a Legacy Fabric library for Forge compatibility but I have no idea if it works, if it really works, how it would work [maybe mapping the MCP names with Yarn names in a similar fashion to SRG with MCP could work] . I have learnt custom fluids with the help of Javadoc comments + inspecting base classes.
To people who says "It is not cool to repost mods": It is greatly cool and finding it uncool is oppressive, users are free to repost. #DefectiveByDesign #AntiCopyright
I will stay in mostly 1.7.10 and sometimes 1.12.2 until all bad up(!)dates get reverted.
My mod with manually registered ItemBlocks of technical blocks:
What the hell happened to minecraft?#Post6 - My opinions about new up(!)dates since 15w33c.
I've never had this issue despite rewriting entire classes and even entire swathes of code (the source for TMCW is 7.5 MB across 528 classes; in fact, the size is nearly as large as the entire vanilla source), unless you are referring to incompatibilities with other mods, in which case it is definitely an issue, exemplified by Optifine, which causes issues for many mods because it completely replaces many classes, the fact it can be loaded as a "Forge" mod is because Forge has special handling for it (otherwise it will reject any non-Forge mods placed in the mods folder, as I discovered when I started modding, even Optifine couldn't be loaded this way back then).
Otherwise, run-time errors can happen with any type of mod ("errors that the compiler can't catch", like referencing a null object, going outside the bounds of an array, integer division by zero, etc), and I see plenty of crash reports with errors like "NoClassDefFoundError" for Forge/Fabric mods, which is impossible with direct editing unless you use reflection (example, "tried to access private field") or external libraries (many of the errors with Forge mods is because they did not install a required dependency; coremods are another common culprit since they can replace entire base classes with the same compatibility issues as directly editing them and this is why crash reports often single them out, even telling you not to report the crash to Forge).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?