My name is ash and I am using reverse engineering (fernflower) to make a mod launcher for 1.8 and 1.9 Why? Coz I made three in a week.
What that means is that mods which change or modify the core code of minecraft can now be distributed via a launcher. e.g. Double jump mods, item GUI mods, hacks... and they are all versions of Vanilla.
The launcher downloads versions of MC from the servers using a ZipInputStream and converts them into a directory in App Support / %Appdata%. Each time a mod is selected and launched the launcher downloads it from google drive, then launches the modified version (replacing existing class files and adding new ones).
What is so great about this launcher is that it is universal, going with clients and servers (since the class files for 1.8.1 are the same). This means that optifine can be integrated with any mods in the API.
(Summary: Ashmod Collections = Infinite vanilla mod combos) Ashmod Collections is basically an installer and launcher for a thousand mods which does it the exact same way as optifine.jar - but instead of adding a jar file with modified class files from minecraft.jar, it creates a new directory and overrides the files inside.
My mod launcher will have an option to launch a mod combined with optifine, but only if optifine is already installed. Otherwise, the launcher will redirect you to Optifine's install 1.8.1 page.
o, you're saying that because this one wall is yellow, I can go through it.
Suuuuuuuure.
Whadda that mean? Windows will be coming out soon (I just finished my computer crasher mod). Also if it is hacked a decompiler / admin would have arrested me by now.
Plus it's not 100% FTB. It is modded (hacked) Vanilla that I make myself..
And I solemnly swear that this "version" of "FTB" is 100% compatible with all Vanilla and Bukkit clients and servers...
Basically modding ONLY game mechanics, not adding anything apart from commands.
Are you trying to imply that jar mods violate the EULA? That is utterly false, and I sure haven't had any requests to have any of my mods (ALL jar mods, all available for download on this forum) get taken down; it is only violating the EULA if you distribute an entire working Minecraft jar file, not just the mod files themselves, or a mod that bypasses the demo check and lets you play without buying the game.
Plus many Forge mods would also be violating the EULA if it were illegal to distribute any code that was originally written by Mojang. Don't believe me? Check out this mod and look at the method "func_151538_a" and compare it to the vanilla method of the exact same name in the class this mod class extends (for 1.7.2). They literally copied+pasted vanilla code and just replaced hardcoded values with variables. They would shut down MCP if they really thought that it was violating the EULA. In fact, they even hired one of the MCP developers so they definitely know about MCP!
The EULA even specifically mentions jar mods, if not by name; this is what they mean by "pre-run mods", as opposed to modifying the game after loading it ("in-memory mods", as Forge does to inject mods into the game):
Any tools you write for the Game from scratch belong to you. Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them. We have the final say on what constitutes a tool/mod/plugin and what doesn‘t.
Nothing about them being illegal there. IMO, this is just a bunch of nonsense spewed by Forge fanboys who think their API is so superior (there's a reason why I never bothered to learn to use Forge; in fact, I once used Forge and actually hacked the Forge source code to make my own jar mods which were "compatible" with Forge, back before they stopped using MCP so you couldn't do this anymore. Also, my mod "TheMasterCaver's World" actually contains some code taken from Forge, namely, to fix the zombie lag issues and ensure the internal server is properly shut down when quitting, this is even openly mentioned in the mod thread).
Possibly more that I forgot; I've also posted simple mods in comments, such as for somebody who wanted to remove creepers from natural spawning, and somebody else who wanted ores to withstand TNT explosions so they could TNT mine without losses. Somewhere in the thread for my first world is a link to a mod that will search for very large cave systems, which I made for myself but thought it would be interesting to mention.
Nothing about them being illegal there. IMO, this is just a bunch of nonsense spewed by Forge fanboys who think their API is so superior
Try not to insult me. This is not an API but a launcher for different types of mods - mods that do NOT add any new content in (e.g Graphics, Entities, Items, Blocks) that would make it incompatible with Vanilla, non-modded clients. That is a promise.
Also is Forge 1.8.1? This is 1.8.1 and allows combination if Optifine if installed. It also includes an OP server tool, which no forge mods provide. Check it out.
Apart from commands, there is nothing added to anything in Ashmod Collections - it is ONLY game mechanics that are changed.
Possibly more that I forgot; I've also posted simple mods in comments, such as for somebody who wanted to remove creepers from natural spawning, and somebody else who wanted ores to withstand TNT explosions so they could TNT mine without losses.
EXCEPT those mini-mods weren't put in a beautiful Optifine-integrated launcher with a documentation on a website and an enhanced server version... Also are they even 1.8.1? Once 1.9 is released Ashmod Collections will be supporting 1.9 mods, coz I even managed to mod fernflower.
FURTHERMORE you can send them to me so I can put them on Ashmod Collections. Public benefits!
Thus, Ashmod Collections is a mod launcher that does different things, but one or two in a superior way.
Try not to compare this with forge - you are making a mistake.
Ashmod Collections now supports the downloading of assets from minecraft.net. This means that it has all the abilities of Minecraft Launcher, plus, you know, Mods, except for managing versions...
Note: JSmooth creates chat icons... Can someone please recommend some good wrapping software?
Well first of all.. mods don't break eula. And second of all if you're making hack (cheat) tools for multiplayer, it is against forum rules. Not sure if that applies if you're making them better accessible. (Or at least thats the way I see it)
Also I'm curious as to what mods you are distributing. You say you are stopping illegal distribution, but why would your platform be any better? I don't understand, does use the author's sources/links to download & somehow install / extract (if applicable)?
It is more optimised and powerful but supports a lot, lot less mods, and will never be able to compete with Forge. Only difference. This was made as a gift to my twelvie school friends They luv it
BTW I didn't say I was stopping illegal distribution... I really do have to fix up my rapidly-typed description! Tnx
Also all mod files are downloaded off google drive, you just have to launch the app.
ALSO I could restrict cheats to singleplayer. The multiplayer ones I keep for my friends. LOLOL
It is more optimised and powerful but supports a lot, lot less mods, and will never be able to compete with Forge. Only difference. This was made as a gift to my twelvie school friends They luv it
BTW I didn't say I was stopping illegal distribution... I really do have to fix up my rapidly-typed description! Tnx
Also all mod files are downloaded off google drive, you just have to launch the app.
ALSO I could restrict cheats to singleplayer. The multiplayer ones I keep for my friends. LOLOL
So are you only using mods that are available on google drive? Did you make the mods? Are you rehosting them?
"Mods are illegal" Dammit I typed too quickly. Don't worry, I fixed it. I was talking about how in the beginning I was a pirate and distributed jar files to my friends, which doesn't happen commonly anyway since most people use Forge rather than decompiling mc and reprogramming it. (That's how hax r made) Then I made a couple of sick ones using this code map I made (NERRRRRDDDDD) and I wanted to distribute it, especially as they would probably not be compatible with Forge... And I could do it the Optifine way, make a jar file to install itself, which I Could... But Nah, Mod Launcher is better, so I made one, but I was so retarded I only made one for macs (coz my friends r rich) .. first. Also I just have a "feeling" that multiplayer hax (made by decompiling) could be uploaded to the launcher and made for singleplayer only (That's what I meant)
Why a Mod Launcher?
1) I am retarded - primary reason
2) Can be integrated with Optifine!!!! - secondary
"Mods are illegal" Dammit I typed too quickly. Don't worry, I fixed it. I was talking about how in the beginning I was a pirate and distributed jar files to my friends, which doesn't happen commonly anyway since most people use Forge rather than decompiling mc and reprogramming it. (That's how hax r made) Then I made a couple of sick ones using this code map I made (NERRRRRDDDDD) and I wanted to distribute it, especially as they would probably not be compatible with Forge... And I could do it the Optifine way, make a jar file to install itself, which I Could... But Nah, Mod Launcher is better, so I made one, but I was so retarded I only made one for macs (coz my friends r rich) .. first. Also I just have a "feeling" that multiplayer hax (made by decompiling) could be uploaded to the launcher and made for singleplayer only (That's what I meant)
Why a Mod Launcher?
1) I am retarded - primary reason
2) Can be integrated with Optifine!!!! - secondary
3) Optimisation
4) So many mods!!! Could make some cash
5) I need to prove myself (to b retarded)
6) Wait I can use realms by doing this!!!
TADA
-Fixed description BTW
1. I'm not sure what you mean by that.
2. Okay
3. How?
4. What mods & where did you get them?
5. ??
6. You can already use mods on realms, as long as the game version is the most current.
Initially I started with multiplayer hax made by decompiling with IntelliJ IDEA / fernflower, and then I mapped the source code (bloody obfuscated) and made some sick mods out of it...
BTW It is 1.8.1 and it can use realms Hax lol.
Optimisation is due to modification of server-side class files, so they will enhance singleplayer by A LOT, but probs not multiplayer. That is when u use optifine integration.
BTW Now that I have time, I'm going to be starting individual mod review in a different section - but they must be launched from Ashmod Collections (coz I hate Optifine's method, it's a trek) Cya there.
Ashmod Collections - Universal Mod Launcher
My name is ash and I am using reverse engineering (fernflower) to make a mod launcher for 1.8 and 1.9 Why? Coz I made three in a week.
What that means is that mods which change or modify the core code of minecraft can now be distributed via a launcher. e.g. Double jump mods, item GUI mods, hacks... and they are all versions of Vanilla.
The launcher downloads versions of MC from the servers using a ZipInputStream and converts them into a directory in App Support / %Appdata%. Each time a mod is selected and launched the launcher downloads it from google drive, then launches the modified version (replacing existing class files and adding new ones).
What is so great about this launcher is that it is universal, going with clients and servers (since the class files for 1.8.1 are the same). This means that optifine can be integrated with any mods in the API.
(Summary: Ashmod Collections = Infinite vanilla mod combos)
Ashmod Collections is basically an installer and launcher for a thousand mods which does it the exact same way as optifine.jar - but instead of adding a jar file with modified class files from minecraft.jar, it creates a new directory and overrides the files inside.
My mod launcher will have an option to launch a mod combined with optifine, but only if optifine is already installed. Otherwise, the launcher will redirect you to Optifine's install 1.8.1 page.
Support the project!
http://adf.ly/1N4D5Z - OSX Version
http://adf.ly/1N4G1y - Windows Version
Visit website:
http://ashmod.weebly.com/
PROOF:
1) It actually works
2) The login and downloaded (which requires you to tell username and pswd NEVER CHANGES)
3) Only the mod launcher is updated
4) Use JD-GUI to check out the code, there is no evidence of stealing accounts. Also, it is FREAKING POPULAR IN MY SCHOOL,LIKE 70 PPL USE IT
GUESS WHAT?
New Mod Custom Items Mod was released 5 seconds ago. Reopen your Ashmod Collections to access the client and server (and Optifine if installed)!
Check it out on the wiki:
http://ashmod.weebly.com/custom-items-mod.html
So it's a... FTB launcher... That works for 'cracked' minecrafts... Even tho the login stuff is the same as always...
So, you're saying that because this one wall is yellow, I can go through it.
Suuuuuuuure.
Whadda that mean? Windows will be coming out soon (I just finished my computer crasher mod). Also if it is hacked a decompiler / admin would have arrested me by now.
Plus it's not 100% FTB. It is modded (hacked) Vanilla that I make myself..
And I solemnly swear that this "version" of "FTB" is 100% compatible with all Vanilla and Bukkit clients and servers...
Basically modding ONLY game mechanics, not adding anything apart from commands.
Are you trying to imply that jar mods violate the EULA? That is utterly false, and I sure haven't had any requests to have any of my mods (ALL jar mods, all available for download on this forum) get taken down; it is only violating the EULA if you distribute an entire working Minecraft jar file, not just the mod files themselves, or a mod that bypasses the demo check and lets you play without buying the game.
Plus many Forge mods would also be violating the EULA if it were illegal to distribute any code that was originally written by Mojang. Don't believe me? Check out this mod and look at the method "func_151538_a" and compare it to the vanilla method of the exact same name in the class this mod class extends (for 1.7.2). They literally copied+pasted vanilla code and just replaced hardcoded values with variables. They would shut down MCP if they really thought that it was violating the EULA. In fact, they even hired one of the MCP developers so they definitely know about MCP!
The EULA even specifically mentions jar mods, if not by name; this is what they mean by "pre-run mods", as opposed to modifying the game after loading it ("in-memory mods", as Forge does to inject mods into the game):
Nothing about them being illegal there. IMO, this is just a bunch of nonsense spewed by Forge fanboys who think their API is so superior (there's a reason why I never bothered to learn to use Forge; in fact, I once used Forge and actually hacked the Forge source code to make my own jar mods which were "compatible" with Forge, back before they stopped using MCP so you couldn't do this anymore. Also, my mod "TheMasterCaver's World" actually contains some code taken from Forge, namely, to fix the zombie lag issues and ensure the internal server is properly shut down when quitting, this is even openly mentioned in the mod thread).
Here are links to some of my own mods:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294926-1-6-4-themastercavers-world-mod-updated-to
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292668-1-7-1-8-themastercavers-mods-and-tweaks
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293072-1-6-4-themastercavers-cave-and-terrain-height
http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2391376-recreating-the-far-lands
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294070-1-7-10-random-biomes-removes-biome-grouping-by
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293905-1-6-4-1-7-2-1-7-10-superflat-caves-configurable
Possibly more that I forgot; I've also posted simple mods in comments, such as for somebody who wanted to remove creepers from natural spawning, and somebody else who wanted ores to withstand TNT explosions so they could TNT mine without losses. Somewhere in the thread for my first world is a link to a mod that will search for very large cave systems, which I made for myself but thought it would be interesting to mention.
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?
How am I implying that?
Try not to insult me. This is not an API but a launcher for different types of mods - mods that do NOT add any new content in (e.g Graphics, Entities, Items, Blocks) that would make it incompatible with Vanilla, non-modded clients. That is a promise.
Also is Forge 1.8.1? This is 1.8.1 and allows combination if Optifine if installed. It also includes an OP server tool, which no forge mods provide. Check it out.
Apart from commands, there is nothing added to anything in Ashmod Collections - it is ONLY game mechanics that are changed.
EXCEPT those mini-mods weren't put in a beautiful Optifine-integrated launcher with a documentation on a website and an enhanced server version... Also are they even 1.8.1? Once 1.9 is released Ashmod Collections will be supporting 1.9 mods, coz I even managed to mod fernflower.
FURTHERMORE you can send them to me so I can put them on Ashmod Collections. Public benefits!
UPDATE:
Ashmod Collections now supports the downloading of assets from minecraft.net. This means that it has all the abilities of Minecraft Launcher, plus, you know, Mods, except for managing versions...
Note: JSmooth creates chat icons... Can someone please recommend some good wrapping software?
Ashmod Collections for mac is now stable after the holidays!
Windows will be coming soon.
http://gdurl.com/4i7B/download
I don't understand what this is. The main post seems to contradict itself unless I'm reading it wrong.
What you mean? You mean hacked without violating EULA?
OK, that means mods such as hacks and that kind of stuff can be launched without violating EULA.
Sorry for the windows delay... I am a new programmer who is learning platform-dependant components of Java. They exist
Well first of all.. mods don't break eula. And second of all if you're making hack (cheat) tools for multiplayer, it is against forum rules. Not sure if that applies if you're making them better accessible. (Or at least thats the way I see it)
Also I'm curious as to what mods you are distributing. You say you are stopping illegal distribution, but why would your platform be any better? I don't understand, does use the author's sources/links to download & somehow install / extract (if applicable)?
It is more optimised and powerful but supports a lot, lot less mods, and will never be able to compete with Forge. Only difference. This was made as a gift to my twelvie school friends They luv it
BTW I didn't say I was stopping illegal distribution... I really do have to fix up my rapidly-typed description! Tnx
Also all mod files are downloaded off google drive, you just have to launch the app.
ALSO I could restrict cheats to singleplayer. The multiplayer ones I keep for my friends. LOLOL
So are you only using mods that are available on google drive? Did you make the mods? Are you rehosting them?
All the mods are self-made. People can upload me their mods, but they must be 100% Vanilla compatible, so that's very few.
None are rehosted - they are unique!
Windows is out!
I still don't understand what this does, or why modding is illegal and this avoids that.
"Mods are illegal" Dammit I typed too quickly. Don't worry, I fixed it. I was talking about how in the beginning I was a pirate and distributed jar files to my friends, which doesn't happen commonly anyway since most people use Forge rather than decompiling mc and reprogramming it. (That's how hax r made) Then I made a couple of sick ones using this code map I made (NERRRRRDDDDD) and I wanted to distribute it, especially as they would probably not be compatible with Forge... And I could do it the Optifine way, make a jar file to install itself, which I Could... But Nah, Mod Launcher is better, so I made one, but I was so retarded I only made one for macs (coz my friends r rich) .. first. Also I just have a "feeling" that multiplayer hax (made by decompiling) could be uploaded to the launcher and made for singleplayer only (That's what I meant)
Why a Mod Launcher?
1) I am retarded - primary reason
2) Can be integrated with Optifine!!!! - secondary
3) Optimisation
4) So many mods!!! Could make some cash
5) I need to prove myself (to b retarded)
6) Wait I can use realms by doing this!!!
TADA
-Fixed description BTW
1. I'm not sure what you mean by that.
2. Okay
3. How?
4. What mods & where did you get them?
5. ??
6. You can already use mods on realms, as long as the game version is the most current.
Initially I started with multiplayer hax made by decompiling with IntelliJ IDEA / fernflower, and then I mapped the source code (bloody obfuscated) and made some sick mods out of it...
BTW It is 1.8.1 and it can use realms Hax lol.
Optimisation is due to modification of server-side class files, so they will enhance singleplayer by A LOT, but probs not multiplayer. That is when u use optifine integration.
BTW Now that I have time, I'm going to be starting individual mod review in a different section - but they must be launched from Ashmod Collections (coz I hate Optifine's method, it's a trek) Cya there.