I dont understand why this is an issue. If Killjoy can make a work around for this, why cant the work around be programmed into the actual patcher?
If you want to move a crate, you use a hand truck. If you want to move a hand truck, you don't use a crate.
Effectively it's because the two mods come at the problem of altering Minecraft's code from two different angles. MCPatcher alters Minecraft's files to create a new unified version of Minecraft. Forge's own installer does this as well... albeit in a different way.
Neither installer understands what it's supposed to do unless the base that it's altering is what it expects. You can't expect a vet to fix your car just because you call it a dog. Same thing here. You can call the program whatever you want, but if the installers don't believe that it's really Minecraft then there's nothing they can do.
MCPatcher's fix for this is to be altered so that it recognizes forge-altered versions of Minecraft. The drawback to this is that if it's altered by a version of Forge that MCPatcher doesn't recognize then we're back to square one: the patcher not knowing what it's supposed to be doing.
Killjoy's fix comes from the opposite side. Instead of MCPatcher altering the Minecraft files directly as it's want to do, Killjoy's program takes those changes and makes them into a Forge plugin. This means that's it's only Forge that's directly altering the Minecraft code, and just doing the things that MCPatcher would do the same way it handles every other mod. I've no idea if there are drawbacks and weaknesses to this method as I've never tried to get it to work.
I know this is super non-technical and probably has a few flawed analogies, but hopefully you'll get the gist.
The thing that changed is that it now uses a relatively new feature in the launcher: inherited versions. With this new feature, versions don't have to have their own jar. Liteloader's been doing this for a while now.
IMHO, I think the best solution is to not add Forge compatibility when patched, but instead add checks for it at runtime.
Also load it as a library. I look forward to the day when my repackager becomes obsolete.
Any news from Kahr about the "inherited versions" issue? I'm kind of stuck in Forge 1291 and using outdated mods. I tried Optifine but while it's cool it seems to be incompatible with the mods I use and my resource pack doesn't work that well on it.
For anyone that uses my repackager, I just updated it to 1.4 and added jar detection. That means it lists the current versions and allows you to select from them, just like current MCPatcher.
Killjoy, I tried your repackager and then ran forge with the mod it created, and all it did was disable all of my mods but it. Is there any workaround for this? I'm creating a custom map that relies on certain mods that require at least forge 1.8 version 11.14.3.1468, which isn't recognized by mcpatcher. I need to have some custom skins for certain boss mobs, and although I'm using custom npcs, some of these boss mobs use actual re-skinned mobs, as well as stats specific to that mob that can't be edited by the npc editor. Optifine currently is incompatible with both the npc mod and another one I use, but if I could just find a way to get mcpatcher to work with new versions of forge, it'd solve my problem. Is there a way to make it actually work with the new forge versions, even if it requires manual customization? Please give me any advice you can. I'm not a good scripter, but I can try my best to follow whatever tips you can give me, if any.
I would like to add my voice for 1.8 Forge support. I make The Doctor and Optifine just does not cut it. I need the MCP support to have my pack look its best. This is me begging if it doesn't show.
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(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
If you want to move a crate, you use a hand truck. If you want to move a hand truck, you don't use a crate.
Effectively it's because the two mods come at the problem of altering Minecraft's code from two different angles. MCPatcher alters Minecraft's files to create a new unified version of Minecraft. Forge's own installer does this as well... albeit in a different way.
Neither installer understands what it's supposed to do unless the base that it's altering is what it expects. You can't expect a vet to fix your car just because you call it a dog. Same thing here. You can call the program whatever you want, but if the installers don't believe that it's really Minecraft then there's nothing they can do.
MCPatcher's fix for this is to be altered so that it recognizes forge-altered versions of Minecraft. The drawback to this is that if it's altered by a version of Forge that MCPatcher doesn't recognize then we're back to square one: the patcher not knowing what it's supposed to be doing.
Killjoy's fix comes from the opposite side. Instead of MCPatcher altering the Minecraft files directly as it's want to do, Killjoy's program takes those changes and makes them into a Forge plugin. This means that's it's only Forge that's directly altering the Minecraft code, and just doing the things that MCPatcher would do the same way it handles every other mod. I've no idea if there are drawbacks and weaknesses to this method as I've never tried to get it to work.
I know this is super non-technical and probably has a few flawed analogies, but hopefully you'll get the gist.
Well explained Alvoria.
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(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
There seems to be a problem with the formatting on your front page, making parts of it illegible and hard to follow...
MinecraftForum is not so friendly non-plain text posts and keeps breaking text formating from time to time, or just because you tried to edit your post. Sometimes editing posts becomes a huge nightmare so OP would prefer giving up.
MCPatcher hasn't worked Forge since Forge 1.7.10-10.13.2.1291 that I'm aware of. This was the last version of Forge for 1.7.10 before they started suffixing the build titles with -1.7.10.
Forge build 1291 was released on January/23/2015, so if you can't wait for support to be re-jigged, then this is the version of Forge you're going to have to use (as well as mods that still work with this version) with MCPatcher and the repackager unless someone else has figured out other methods. If so, do tell... <3
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I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
MCPatcher hasn't worked Forge since Forge 1.7.10-10.13.2.1291 that I'm aware of. This was the last version of Forge for 1.7.10 before they started suffixing the build titles with -1.7.10.
Forge build 1291 was released on January/23/2015, so if you can't wait for support to be re-jigged, then this is the version of Forge you're going to have to use (as well as mods that still work with this version) with MCPatcher and the repackager unless someone else has figured out other methods. If so, do tell... <3
What are you talking about? I'm running it just fine with my 1.8 Forge+Liteloader build.
What are you talking about? I'm running it just fine with my 1.8 Forge+Liteloader build.
Would you mind posting exact version numbers and the exact order in which you did things? This seems to be a major issue for a lot of people so if you've gotten it working then any guidance you can offer would be a huge boon.
Would love to have mcpatcher support the latestForge 11.14.3.1529
Also in my previous email I asked Is it possible to implement something that allows custom BLOCK textures much like your feature custom item textures. I think I speak for everyone when I say that if possible, this would be HUGE! If it made things move forward we could start something like patreon or some sort of paypal deal.
Just getting back into the texturing side of Minecraft, but does anyone know how to make overlays of armour?
E.G. Protection Iron Armour Level 1 for my pack is Crusader Armour. But I want Protection lvl 2 to have gold trims, but I don't want to have to duplicate an entire image again.
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Tried searching all over, but I couldn't find the answer that I was looking for. So, the question is: Can I use MCPatcher for Snapshot versions of Minecraft, and if so, where do I need to put it so that it will work with the Snapshot versions?
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See what changes have happened in your favorite packs!
Tried searching all over, but I couldn't find the answer that I was looking for. So, the question is: Can I use MCPatcher for Snapshot versions of Minecraft, and if so, where do I need to put it so that it will work with the Snapshot versions?
Unless snapshot versions are listed, MCPatcher won't work with them. This used to be updated with the snapshots, but the changes they've made recently are too big to keep up with on a weekly basis so that's no longer the case. Please be patient.
Wouldn't want to recode the whole patcher for a new change, only to have it scrapped/modified even more. For this example, I'll make it as if he made a patch for CIT that worked with the 3d models. The accuracy of these 'updates' are way off, but it's just a placeholder.
Week 1- Updates Patcher to include new comment thingies. (1 hour)
Week 2- Comments modified more. Old ones removed, new ones added. (1 hour)
Week 3- Comments removed completely, and new UV face stuff added (2 hours)
Week 4- UV system rewritten completely. Had to port everything over (5 hours)
Week 5 UV system modified again. (3 hours)
Week 6- Final update released. The UV system has been modified again, new function instead of comments, and bunch of new stuff in the place of stuff like 3rdperson models. (5 hours)
As you can see, it becomes extremely unproductive to repeatedly modify the patcher as you go along.
I dont understand why this is an issue. If Killjoy can make a work around for this, why cant the work around be programmed into the actual patcher?
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ModeratorIf you want to move a crate, you use a hand truck. If you want to move a hand truck, you don't use a crate.

Effectively it's because the two mods come at the problem of altering Minecraft's code from two different angles. MCPatcher alters Minecraft's files to create a new unified version of Minecraft. Forge's own installer does this as well... albeit in a different way.
Neither installer understands what it's supposed to do unless the base that it's altering is what it expects. You can't expect a vet to fix your car just because you call it a dog. Same thing here. You can call the program whatever you want, but if the installers don't believe that it's really Minecraft then there's nothing they can do.
MCPatcher's fix for this is to be altered so that it recognizes forge-altered versions of Minecraft. The drawback to this is that if it's altered by a version of Forge that MCPatcher doesn't recognize then we're back to square one: the patcher not knowing what it's supposed to be doing.
Killjoy's fix comes from the opposite side. Instead of MCPatcher altering the Minecraft files directly as it's want to do, Killjoy's program takes those changes and makes them into a Forge plugin. This means that's it's only Forge that's directly altering the Minecraft code, and just doing the things that MCPatcher would do the same way it handles every other mod. I've no idea if there are drawbacks and weaknesses to this method as I've never tried to get it to work.
I know this is super non-technical and probably has a few flawed analogies, but hopefully you'll get the gist.
Any news from Kahr about the "inherited versions" issue? I'm kind of stuck in Forge 1291 and using outdated mods. I tried Optifine but while it's cool it seems to be incompatible with the mods I use and my resource pack doesn't work that well on it.
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Killjoy, I tried your repackager and then ran forge with the mod it created, and all it did was disable all of my mods but it. Is there any workaround for this? I'm creating a custom map that relies on certain mods that require at least forge 1.8 version 11.14.3.1468, which isn't recognized by mcpatcher. I need to have some custom skins for certain boss mobs, and although I'm using custom npcs, some of these boss mobs use actual re-skinned mobs, as well as stats specific to that mob that can't be edited by the npc editor. Optifine currently is incompatible with both the npc mod and another one I use, but if I could just find a way to get mcpatcher to work with new versions of forge, it'd solve my problem. Is there a way to make it actually work with the new forge versions, even if it requires manual customization? Please give me any advice you can. I'm not a good scripter, but I can try my best to follow whatever tips you can give me, if any.
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Curse PremiumI would like to add my voice for 1.8 Forge support. I make The Doctor and Optifine just does not cut it. I need the MCP support to have my pack look its best. This is me begging if it doesn't show.
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Curse PremiumWell explained Alvoria.
There seems to be a problem with the formatting on your front page, making parts of it illegible and hard to follow...
MinecraftForum is not so friendly non-plain text posts and keeps breaking text formating from time to time, or just because you tried to edit your post. Sometimes editing posts becomes a huge nightmare so OP would prefer giving up.
Blame Curse Inc.
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Retired StaffMCPatcher hasn't worked Forge since Forge 1.7.10-10.13.2.1291 that I'm aware of. This was the last version of Forge for 1.7.10 before they started suffixing the build titles with -1.7.10.
Forge build 1291 was released on January/23/2015, so if you can't wait for support to be re-jigged, then this is the version of Forge you're going to have to use (as well as mods that still work with this version) with MCPatcher and the repackager unless someone else has figured out other methods. If so, do tell... <3
What are you talking about? I'm running it just fine with my 1.8 Forge+Liteloader build.
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ModeratorWould you mind posting exact version numbers and the exact order in which you did things? This seems to be a major issue for a lot of people so if you've gotten it working then any guidance you can offer would be a huge boon.
Probably he's talking about the earlier Forge versions, prior to 1351, which still work with MCPatcher.
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Is there going to be an MCPatcher update that will allow it to work with the more recent versions of forge?
yes its main question
Would love to have mcpatcher support the latestForge 11.14.3.1529
Also in my previous email I asked Is it possible to implement somethingthat allows custom BLOCK textures much like your feature custom item textures.
I think I speak for everyone when I say that if possible, this would be HUGE!
If it made things move forward we could start something like patreon or some sort
of paypal deal.
I was able to get MCPatcher to work with Forge.
Was not that hard. However it did require modifying the Jar.
You still cant run MCPatcher with optifine though, even on forge. (makes sense though)
It crashed once for no reason whatsoever. Might have been because of a mod conflict. Dunno.
Just getting back into the texturing side of Minecraft, but does anyone know how to make overlays of armour?
E.G. Protection Iron Armour Level 1 for my pack is Crusader Armour. But I want Protection lvl 2 to have gold trims, but I don't want to have to duplicate an entire image again.
Any ideas?
http://hypixel.net/threads/diax-resource-pack.199998/
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Curse PremiumTried searching all over, but I couldn't find the answer that I was looking for. So, the question is: Can I use MCPatcher for Snapshot versions of Minecraft, and if so, where do I need to put it so that it will work with the Snapshot versions?
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ModeratorUnless snapshot versions are listed, MCPatcher won't work with them. This used to be updated with the snapshots, but the changes they've made recently are too big to keep up with on a weekly basis so that's no longer the case. Please be patient.
Makes sense too...
Wouldn't want to recode the whole patcher for a new change, only to have it scrapped/modified even more. For this example, I'll make it as if he made a patch for CIT that worked with the 3d models. The accuracy of these 'updates' are way off, but it's just a placeholder.
Week 1- Updates Patcher to include new comment thingies. (1 hour)
Week 2- Comments modified more. Old ones removed, new ones added. (1 hour)
Week 3- Comments removed completely, and new UV face stuff added (2 hours)
Week 4- UV system rewritten completely. Had to port everything over (5 hours)
Week 5 UV system modified again. (3 hours)
Week 6- Final update released. The UV system has been modified again, new function instead of comments, and bunch of new stuff in the place of stuff like 3rdperson models. (5 hours)
As you can see, it becomes extremely unproductive to repeatedly modify the patcher as you go along.
http://hypixel.net/threads/diax-resource-pack.199998/