Hey everyone. I recently found a jarmod for minecraft 1.8 to 1.10.2, but jarmodding doesn't seem to work with forge. It annoys me as some forge mods would perfectly fit with this. Even if I surrender with this mod, how the hell do I edit my version.jar with forge? Because it's soooo useful to edit version.jar, and I don't understand why couldn't we play a modified version.jar with forge mods.
I can't say about newer versions but way back when I used Forge with my own jar mods (in 1.6.2) I was able to bypass its integrity check by adding "-Dfml.ignorePatchDiscrepancies -Dfml.ignoreInvalidMinecraftCertificates" to the JVM arguments, and installed my own mods by zipping the classes and renaming it to jar and adding it as a library in the json; the mod itself is placed in the ".minecraft\libraries" folder using a path which includes its name and version, as shown here:
TerrainGen goes into libraries\net folder, at \terraingen\terraingen\1.6.2\terraingen-1.6.2.jar
and editing .json file to include it as a library (as with Optifine) -
}, (end of list of libraries)
{
"name": "net.terraingen:terraingen:1.6.2",
"url": "file:///nonexistent"
}
Here is an archived Wiki page which describes in more detail how to install Optifine in the same manner, from before Forge was able to load it, but this will work with any jar mod:
Of course, this all assumes that there are no conflicts - even the simplest jar mods can completely break Forge, even in the absence of any other mods, such as a mod I made which edits a single line of code to disable void fog, as the entire class will be replaced, unless you modify the Forge patched source but I don't think this is possible since Forge stopped directly using MCP (they went to a "gradle" system in 1.6.4, whereas 1.6.2 was basically plain MCP with Forge patches applied to the source, so all the modifications that Forge makes were included in my own non-Forge mods).
Also, this will work with any jar mod, not just specifically for a Forge-modded version, and is in fact how Optifine and Forge install themselves these days, rather than directly modifying the Minecraft version jar, which is discouraged by Mojang due to the simple fact that the launcher will redownload a clean copy of any program files that do not match their expected checksum (interestingly, they do consider this behavior for modded versions to be a bug; it is still possible but you need to make a copy of the version's folder and rename it and the jar and json files inside, as well as edit the json to change its "id": "version" to match and remove the "downloads" section that includes the URL and checksum for "client.jar", as shown here (only the "id" line, and anything not shown, should be left). I still install my own mods in this manner as IMO it is less hassle than having to deal with separate libraries and puts everything in one place, and distributing a pre-modified json eliminates the need for others to edit it, which is the most error-prone step in making a custom version).
I was about to marry you, but unfortunatly it doesn't seem to work on 1.10 (if you want to know which mod it is, it's the cubitick mod). But thank you a lot for trying to help me, if you have another tip in mind, tell me please. Thank you (again) a lot, you're the best, have a great day pal.
Hey everyone. I recently found a jarmod for minecraft 1.8 to 1.10.2, but jarmodding doesn't seem to work with forge. It annoys me as some forge mods would perfectly fit with this. Even if I surrender with this mod, how the hell do I edit my version.jar with forge? Because it's soooo useful to edit version.jar, and I don't understand why couldn't we play a modified version.jar with forge mods.
I hope I don't waste your precious time,
You're the best.
I can't say about newer versions but way back when I used Forge with my own jar mods (in 1.6.2) I was able to bypass its integrity check by adding "-Dfml.ignorePatchDiscrepancies -Dfml.ignoreInvalidMinecraftCertificates" to the JVM arguments, and installed my own mods by zipping the classes and renaming it to jar and adding it as a library in the json; the mod itself is placed in the ".minecraft\libraries" folder using a path which includes its name and version, as shown here:
Here is an archived Wiki page which describes in more detail how to install Optifine in the same manner, from before Forge was able to load it, but this will work with any jar mod:
https://minecraft.fandom.com/wiki/Mods/Installing_OptiForge/Forge_Installer?oldid=1063125
Of course, this all assumes that there are no conflicts - even the simplest jar mods can completely break Forge, even in the absence of any other mods, such as a mod I made which edits a single line of code to disable void fog, as the entire class will be replaced, unless you modify the Forge patched source but I don't think this is possible since Forge stopped directly using MCP (they went to a "gradle" system in 1.6.4, whereas 1.6.2 was basically plain MCP with Forge patches applied to the source, so all the modifications that Forge makes were included in my own non-Forge mods).
Also, this will work with any jar mod, not just specifically for a Forge-modded version, and is in fact how Optifine and Forge install themselves these days, rather than directly modifying the Minecraft version jar, which is discouraged by Mojang due to the simple fact that the launcher will redownload a clean copy of any program files that do not match their expected checksum (interestingly, they do consider this behavior for modded versions to be a bug; it is still possible but you need to make a copy of the version's folder and rename it and the jar and json files inside, as well as edit the json to change its "id": "version" to match and remove the "downloads" section that includes the URL and checksum for "client.jar", as shown here (only the "id" line, and anything not shown, should be left). I still install my own mods in this manner as IMO it is less hassle than having to deal with separate libraries and puts everything in one place, and distributing a pre-modified json eliminates the need for others to edit it, which is the most error-prone step in making a custom version).
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?
I was about to marry you, but unfortunatly it doesn't seem to work on 1.10 (if you want to know which mod it is, it's the cubitick mod). But thank you a lot for trying to help me, if you have another tip in mind, tell me please. Thank you (again) a lot, you're the best, have a great day pal.