Yes you read that right, Intermediary is a mod that bridges the gap between Minecraft 1.2.5 and 1.7.10. Or at least it tries to, because it's still at an early stage; many things are functional, but many other things aren't.
This is not meant for stable gameplay environments. It's riddled with bugs and unimplemented features. Don't use it on a good save game. There's a very high chance you'll do something to crash the game, possibly so badly that you can't reload the save without removing Intermediary altogether. You'll probably be playing around with it in creative mode for now anyways, so just use a new world. Or better yet, use a completely seperate Minecraft instance.
You'll probably want to have NEI installed (the regular 1.7.10 version), because not all blocks added will show up in the Intermediary creative menu at this time.
If you want to follow development of the project, you could look on my Twitter account, where I tend to post too many images and animations of my progress!
Feel free to post in this thread success you've had with mods, lists of bugs or crashes you've found, how you caused them, screenshots of issues, etc. Being able to recreate them is important in fixing them!
Q. How do I use it?
A. Drop the Intermediary mod JAR into your regular Forge mods folder. Run Minecraft once, and you should see a new folder appear in your Minecraft folder called "Intermediary". Inside there you'll find a new "mods" folder. This is where you put your 1.2.5 mods.
Q. How does it work?
A. Intermediary creates an abstraction layer for 1.2.5 mods which are attempting to access Minecraft, ModLoader, FML, and Forge. Mods believe they're running inside of 1.2.5. Many of the Java classes involved in this abstraction layer are simply empty dummy classes so that the mods will load. Others include behavior to translate actions between the two versions as accurately as possible, despite their sometimes significant differences. The only thing of Minecraft 1.7.10's that the 1.2.5 mods have direct access to is the OpenGL context.
Q. Didn't mods have block and item ID conflicts back then?
A. They sure did, and you get to enjoy that all over again! Mods will not have ID conflicts with 1.7.10 mods; they will however have conflicts with other 1.2.5 mods that you're trying to use. Most mod configs should end up inside of your "Intermediary" directory after you run them for the first time, so you'll be able to edit them from there to avoid any issues.
Q. Mods were separate for client and server in 1.2.5. How does that work now that the client and server are integrated?
A. Intermediary currently only uses 1.2.5 client mods. Functionality is transparently encapsulated and synchronized across the client and server, and works for things such as tile entities and containers. As far as the 1.2.5 mods are concerned, they're still running on a 1.2.5 client. This still results in synchronization issues with some things currently, however, such as item stacks, certain inventories, entity data, etc.
Q. Can I run this on a server?
A. Not currently, but this may be possible in the future.
Q. What mods work?
A. At this point, not many. And the ones which do work usually have a number of issues. Compatibility entirely comes down to me running a mod and then implementing the classes/fields/methods that a mod is trying to use.
Mods used during the development of this mod are: (Note: All are the client-side versions)
- RedPower 2 pr5b2 - Red alloy wiring works, tubes and related blocks work (for the most part), logic devices work, microblocks work (but have to be crafted since they're not available from the creative menu or NEI), Blulectric machines work, frames work (but with rendering glitches), computers work, worldgen, etc.
- Equivalent Exchange 2 v1.4.6.5 - Most of the machines work, overall. Collectors, Relays, Condenser, DM Furnace, etc. A few of the items kind of work (such as the Vulcanite and Evertide Amulets, Destruction Catalyst, etc).
- Buildcraft v2.2.14 - Engines mostly work, item pipes kind of work (item stack sync issues result in problems piping items into chests, and there are item rendering issues), tanks work for water and lava, fluid pipes work, the quarry will dig blogs but doesn't render the arm. Engines and power pipes will indeed explode if you let them!
- IndustrialCraft 2 v1.97 - It loads, but the energy net is a bit flaky. Some machines will work. Worldgen works.
- Iron Chests v3.3.1.21 - Works, for the most part. Chest lids get stuck. Item rendering in crystal chests might be screwy for some things, especially vanilla items.
- Nether Ores v1.2.1 - It loads, you can place the blocks, that's it.
- Thaumcraft v2.1.6d - It loads, some blocks can be placed and used, worldgen, portable hole works, not sure what else.
- Forestry v1.4.8.7 (BC2 API version) - Farming machines work, engines work, worldgen, etc.
- Thermal Expansion v1.0.4.2 (BC2 API version) - Machines work, GUIs work, compatible with BuildCraft, etc.
- Portal Gun v2 and v3* - Faith plates and portal frames kind of work, portal guns sometimes work, it's buggy! (NOTE: Set seeThroughPortals=0 in its properties file in the mods directory)
- More Creeps & Weirdos v2.62a** - It loads, that's all! Requires CustomMobSpawner (tested using v1.5.1).
- Railcraft v5.3.3 - Coke oven works, water tank forms but doesn't collect, blast furnace won't lock into form, most blocks don't work, some items don't render but will when placed.
- ComputerCraft v1.4 - Loads, that's it.
- CameraCraft - Loads, but doesn't appear to work, items have broken rendering.
- Balkon's Weapon Mod - Entities will render, knife and dynamite can be thrown but don't work well, most stuff is broken.
Please note that there are currently major GUI bugs which affect all mods running in Intermediary. This affects the player inventory as well when you have an Intermediary-based GUI open.
*PortalGun requires you to move everything from the inner "portalgun" folder into the root of the zip before it'll work, since it normally had weird installation instructions for the time, but can still work with Intermediary fortunately with this method.
**More Creeps and Weirdos requires you to take the MoreCreepsAndWeirdos.zip archive out of the main zip and use that in your Intermediary mods folder. Don't worry about the resources, they won't work right now anyway.
Download
Build 008 - (primary) (backup)
Build 007 - (primary) (backup)
Build 006 - (primary) (backup)
Build 005 - (primary) (backup)
Build 004 - (primary) (backup)
Build 003 - (primary) (backup)
Build 002 - (primary) (backup)
Build 001 - (primary) (backup)
Changelog
Build 008 - March 19th, 2015
- Implemented workaround for crash from breaking some TC2 blocks due to Forge introducing incompatibility in 1.7.10 for breakBlock calls
- Implemented some EntityFX support, particles in TC2 appear to work properly
- Reworked item usage to improve client/server compatibility, resolves putting disks into RP2 disk drive
- Fixed crash with TC2 when fetching ItemStack info
- Improved tool support, RP2 and other mods with tools should work now
- Implemented custom tool materials
- TC2 tool special abilities somewhat working, though some actions only affect client side for some reason
- Prevented TC2 GUI crash
- Implemented TextureFX, various animated things render now, like RP2 frame motors, BC liquids, TC2 liquid vis, etc
- Fixed bug in timing of client world ticks
- Added a more universal system for dealing with static fields used in world ticks
- Misc crash fixes
Build 007 - March 12th, 2015
- Portal guns work a tiny bit, but are still really glitchy
- Reworked item/block/stack name localizations, most mods now show proper names
- Fixed a crash with RP2 deployers that got introduced during build 006's development
- Connected some chat messages, RP2 voltmeter prints to screen now
- Added support for ICraftingHandler, RP2 saws now properly take damage when crafting microblocks
- Added texture info for some vanilla blocks, makes various RP2 microblocks render properly
- Added worldgen support
- Added better biome conversion
- Added better block color override support
- Bridged various block harvesting functionality, things now take time to break, most have proper drops now
- Limited lava detection during worldgen to 10%; prevents out of control RP2 volcanoes due to newer 1.7.10 worldgen
- IC2 tree tap can be used on rubber trees
- Thaumcraft 2 fixes, worldgen works, Goggles of Revealing work, Eldritch Monoliths can be opened, Arcane Singularity works, etc
- Implemented random and scheduled block updates
Build 006 - March 5th, 2015
- Added synchronization of item stack NBT data
- Destruction Catalyst in EE2 now destroys blocks
- Fixed EntityItem bug that caused certain stacks to be empty and appear with only a shadow
- Implemented a player inventory sync,
Destruction Catalyst consumes glowstone now. (Reverted somehow, only sometimes works) - Evertide Amulet can place water, Volcanite Amulet places lava
- RP2 Deployer doesn't lose entire inventory after activation now
- Implemented basic entity rendering, particularly for EntityLiving, but it's mostly broken
- Found client/server separation-related bugs, then made GUIs work better than at any point so far
- Volcanite and Evertide Amulet can launch projectiles (but they don't render yet)
- Armor can be equipped, but it doesn't render yet and doesn't offer protection
- Fixed client/server separation bug with EntityItem
- Added more entity-related functionality, items are attracted by Black Hole Band on Dark Matter Pedestal in EE2
- Fixed some issues with BuildCraft 3, things like assembly table will work (with bad laser rendering)
- Fixed some Thaumcraft 2 crashes, Portable Hole now works
- Implemented some support for mod load order priority
- ComputerCraft and Balkon's Weapon Mod will load, most is broken
- Fixed some entity rendering, cannon and training dummy in Balkon's Weapon Mod appear correctly
- Entities can receive damage
- Sychronized more entity stuff, dynamite and knife can be thrown in Balkon's Weapon Mod
Build 005 - February 26th, 2015
- Fixed ray casting bug, IC2 cables can be broken
- Various little fixes to avoid some IC2 crashes
- Fixed some timer issues, IC2 energy net now somewhat works
- Replicated some TileEntityFurnace functionality, IC2 generators will burn coal properly, everything else uses generic amount
- Fixed enough stuff to let Thaumcraft 2 start again
- Improved ModelRenderer support, things like BC refinery and TC2 blocks look much better
- "Fixed" render passes, RP2 lamps and TC2 blocks look far more correct
- Made all unknown 1.7.10 blocks use a generic 1.2.5 block ID, avoids crashes in mods like RP2 which access the block array directly
- Implemented hack workaround to prevent second render pass from vanishing after chunk sorting. Will fix properly later.
- Portal Gun works (kind of)! Faith plates and portal frames, at least, not the gun due to entities.
- Added entity watcher, synchronizes basic changes made to entities on 1.2.5 side into 1.7.10
- Improved GUI rendering a bit, fixes PortalGun GUI issues
- Fixed bug forcing you to relog after placing certain blocks before their GUIs would update, like BC engines
- Got More Creeps & Weirdos to start, fixed some crash bugs, but it's far from working due to entities
- Railcraft starts, coke oven cooks, water tank forms but doesn't seem to collect water, lots of broken stuff
Build 004 - February 24th, 2015
- Fixed class mapping, should let RedPower 2 Control start
- Fixed bug preventing Forestry from starting
- Fixed lots of things to allow various Forestry machines and engines to work
- Rewrote item rendering to support Forestry layered items
- Fixed rendering for certain vanilla render types
- Rewrote a lot of the container code, some GUIs work better, some not as well (player inventory doesn't update while in GUI, BC engines require logging back into world once after placing)
- Fixed stuff for RedPower2 deployer to work, but it swallows its inventory after one activation
- Fixed block drops, BuildCraft quarry now spits out items, etc
- Fixed item stack limits (with the unfortunate side effect that RP2 saws don't stack now but are still eaten after crafting for some reason)
Build 003 - February 21st, 2015
- Major GUI overhaul, still with a lot of bugs, but RP2 logic devices work more accurately, and sync with the server.
- RP2 screwdriver syncs with server now
- RP2 Blulectric power and machines work, including frames and the pump. Frames have buggy rendering during movement though.
- RP2 Control computers work but not in release builds yet due to a mapping bug, sorry!
- BuildCraft stirling engine works without crashing now
- Thermal Expansion GUIs work, machines work, can be powered by BuildCraft engines and pipes, etc
- Probably other stuff.
Build 002 - February 19th, 2015
- Fixed a bug I accidentally introduced shortly before release of #001, which broke BC pipe rendering and probably other things.
- Thermal Expansion will now load!
- Other internal things that will eventually make GUIs work better.
Build 001 - February 17th, 2015
- Initial release!
If you like what I do enough to throw your hard-earned money at me, it would certainly be appreciated!
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~ Welcome to Helper Tools ~
A simple mod focused on alternatives for helping around with survival mode building and more.
Craft various tools to help with construction.
Visit the wiki for more information! -> HelperTools Wiki
> Tools, crafting and how to use <
>Expanding rod<
Creates a 3x1 pillar from the surface of the block or creates a 3x3 surface flush with your target block
>Metamorphic staff<
Swaps blocks individually in the world or in a 3x3x3 cuboid pattern
Staves may be created using two sticks, a diamond top and either iron(expanding rod) or gold(metamorphic staff) besides it. Enderpearls and emeralds may be used instead of diamonds.
>Torch Launcher<
Fires normal torches, redstone torches, dynamite bolts and normal arrows
The torch launcher is crafted using a bow, flint & steel, and a plank of your choice. Dynamite bolts are made from four arrows, a block of tnt and one string or slimeball to hold them together.
Imitation bedrock can also be created, using three blocks of cobblestone and a block of coal, its properties are similar to obsidian. Tools may also be enchanted.
(Unbreaking) Recipes may also be found with NEI
> Using Pattern tools and bottled Milk <
Toolset comprised of a stave (transposer) and block (transcriber), allows one to record a 5x cuboid pattern of the world and duplicate it.
The Transposer tool is your primary way to record and create patterns. While sneaking and clicking on a block you will record a cuboid pattern centered and above the target block. Once your pattern is recorded you may right click in the world to attempt and place your pattern, this is done in relativity to the surface's face. Sneaking and left clicking allows you to cycle through the offset of your pattern placement.
The Transcriber block is a tool aiding in more accurate and dynamic recording, or placement of patterns. To use right click a face with an empty hand to push, or while sneaking pull the highlighted dye. When you are satisfied with your dye's location simply use your transposer tool on the transcriber. The transcriber acts as a proxy and your transposer tool's functions will reflect the dye's exact location
Euclidean tools are crafted with sandstone in the above recipes. Like its predecessors the Transposer can be crafted alternatively using diamonds, ender pearls or emeralds.
> Bottled Milk <
Simply right click with an empty bottle on a cow to retrieved bottled milk. Bottled milk has the same antidote properties of a bucket of milk, except bottled milk can be stacked beyond to 16. Chocolate milk can also be created by adding cocoa, chocolate milk restores minor hunger.
>Tool Empowerment, Huds & Slabs <
>Update to Expanding Rod and Metamorphic Staves<
The old Expanding and Exchanging Tools have been reworked and improved.
They now feature a handy dandy Heads-up-display, showing off your currently selected blocks, current mode and a new feature: empowerment.
>Empowerment<
A bonus passive system which dramatically increases a tool's range.
Tools start off at level 0, you can increase their max empowerment rank by giving them the vanilla enchant "efficiency". Every level of efficiency increases your tool's maximum empowerment rank by an equal amount, so a level IV efficiency tool can power up to rank IV. To cycle through your available ranks, simply press the keybind "o", this can be configured to other keys as you desire.
>More Modes<
In addition to previous functions some tools have new functions.
The Expanding tool now has a "Matching" function, this works similar to a builders wand, setting blocks in a matching pattern fashion from the face or your target block.
The Exchange tool now has a "Wall" function, similar to the Expanding tool's function, swapping blocks in a 2-dimensional flat area, conserving blocks while working quickly.
>Technical Slab Blocks<
These blocks are already in the game but are normally un-obtainable, much like chain-mail.
You can craft these illusive blocks with a combination of their appropriate slab counterparts.
> Balloons & Bombs (1.6f)<
>Balloons & Floaters<
+Added decorative balloons and floaters
+Floaters are platforms that can be placed in midair or water similar to angel blocks
>Bombs<
+Added various bombs which come in dirt, sand, gravel, bonemeal, snow, desert and mushroom flavors
Use them for general building and terraforming terrain, spraying blocks across the map or converting terrain, including creative support for world creation.
Bombs, as well as other projectiles such as torches, dynamite can be fired from dispensers now
+Added an explosion resistant hat to go with bombs
+Lamps and chimneys have been added as well.
+Fixed a bumch of various tool bugs with stairs and pillar/log blocks
-
Will add recipes instructions later, for now enjoy.
>(1.10.2) Spooky Update v4.0<
1.10's version is now officially updated, featuring most of 1.7.10's content and more.
Staves have been revamped. They now feature a visual guide for placing their blocks.
The Euclidean Pattern tool has been upgraded, and now can flip it's patterns upside down and horizontally.
New Mask: Lets you create a shadow and then swap places with it
Bombs are back and with a couple new editions, void and sticky dirt.
New Bomb charms: Replace the old mask and charms
+Can prevent fatal explosions
+Can be upgraded to boost your bomb's potency
Balloons, Floaters, and Lamps are back
Added much more configuration options
Recipes information to be added :^)
> Demo videos <
Expanding, Swapper and Crossbow Tools
Pattern Toolset
> Download <
Version [ 1.7.10 ]
Version [1.10.2]
Version [1.11.2]
Download Mirrors - Github Releases
> Github, bugs, legacy, credits <
http://pastebin.com/zDakG6ay
Git Hub Repo & Source code
https://github.com/DoctorWiggles
Legacy Releases & Changes
https://github.com/DoctorWiggles/HelperTools-Master-v1.1.4c/releases
Bugs
https://github.com/DoctorWiggles/HelperTools-Master-v1.1.4c/issues
>Permissions<
Feel free to use this mod and its source code for modpacks, learning, forks, or whatever you may please. Anything you can think of, you have permission for!
Thanks for checking out my work, let me know if you have any questions or suggestions about it. Have fun!
1
Hello, today I will be walking you through the basics of creating your own mod loot tables. I will also show you how to manipulate already existing tables such as adding your own mod items to a dungeon chest's loot.
This tutorial will cover forge version 1.10, however it should work for 1.9 and above.
Today we will cover the following:
Before starting you should already know how to create a basic mod and how to use forge events.
I have provided a fully working mod for reference Here -> Demo Mod Github
For this tutorial I will be using snippets of the mod, if you get stuck or want more details, please review the full source.
Feel free to copy, and play with the provided code.
Lets get started.
First off, we will create our own Json loot table
What is a json? It's an external resource for code which can latter be manipulated by the user much like textures to suite their needs.
This dramatically increases flexibility and control over the game for the user. As of version 1.9 and latter this is the required method to setup and establish loot tables. You should review the format and features the new json files provide here -> http://minecraft.gamepedia.com/Loot_table.
Pretty much we're creating item entries, and their conditions to generate them, then assigning said entries to pools which are hosted by the loot table.
As you can see they can be quite complex and elaborate. Here is our practice mod's implementation. -> Custom_Chest_Loot.json
Note that we use unlocalized names for references, both vanilla and modded objects. You can use an application like notepad to create a json file, simply save it as a ".json" extension when you're done.
Once satisfied with our new loot table we will now add it to our assets folder for our mod. To do so we will navigate to our resources folder in our workspace. We will go through the following;
We will then create a new folder named "loot_tables" and place our json loot tables inside it. Later on when we set a resource location, it will look here for our mod. The end result should look like this -> Resource path
Next we will register our new Json loot table
This part is pretty simple as seen here -> Loot Table Registry class
As you can see we are creating a new ResourceLocation reference to our mod's loot table.
We use the vanilla LootTableList.class and it's register method to add our resource location to it's master table. Inside we are feeding it our mod's ID and the json's file name, which should be in the folder we created earlier.
Now that we have a reference and it's registered we can now take it for a spin and use it.
Here I have an item already setup to demonstrate it. -> Chest Loot Placer Item
Using the vanilla set table loot method, we can feed it our ResourceLocation to test things out.
We should see our new loot table and it's contents appear.
If we had a custom monster, we could also use the
method for entities to reference and drop our new loot table.
Creating our Loot Table Event Handler
Before we begin here lets learn a little about the Loot table Event.
Firstly, when minecraft initially loads the server world it will iterate through all of it's registered loot tables, including the one we added.
Every time it begins to load the next loot table, it will fire the event, once done loading they will be finalized and can't be edited later.
During this event we can add on to the loading loot table and so on.
This is where we come in.
To get started we will create a new event handler class, and register it with the event bus.
Inside the event we are provided with the current LootTable object and it's ResourceLocation that is being loaded. Keep in the mind the LootTable objects aren't easily readable, so we will ignore that for now. Instead we will focus on the ResourceLocation.
To start off we can add a funtion like
inside our event. Once minecraft loads, and fires all of the events, we'll be able to figure out every LootTable we can work with, we should even see the one we added earlier show up.
Now that we know what our table resources look like we can do something like this to single out the Tables we want to work with
Note that I use the string.matches function deliberately as other comparators are a bit finicky in this situation.
Once we've singled out we can start manipulating the Loot Table. For our example we are adding another Loot table's pool to our target using something like this Pool Injection Method. Because accessing the current Tables and their pools directly isn't fun, we'll just make a new one to inject.
Our Example mod's event Handler looks like this -> Example Handler
Inside it we are scanning for spawn chests and chicken's loot tables, then adding our own custom tables into them.
We can also observe non vanilla tables and modify them as well.
If you are using the Example mod you can test your new handler by bonking a few chickens or using the placement tool again.
Credits:
This tutorial is based off of Vazkii's Botania Loot Handler and Choonster's testmod for registry and Json basics.
Some additional Information can be found here, here and here by Williewillus
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It's been a while and a lot of work, but the port for 1.10.2 is mostly complete.
Right now it's mostly ready and working a-okay, with what I hope is only a few minor things to finish up.
As aforementioned you can pick up the alpha here and play around with it
Do mind that this isn't an official release, so expect weirdness and bugs.
Normally there wouldn't be an early release like this, but due to how busy the team is with other things there probably won't be a full polished release for several months in the least.
In the mean time I hope you guys have fun.
1
Yeah, that's an easy fix. Let me know if I grabbed the right 1.7.10 version, since the github source is kind of a mess.
You can pick up the bugfix here -> 1.7.10-1.2.8 Ender Expansion spawnfix
Don't think I have an estimate on that, seems like the rest of the team and I are busy with other things
2
I've been playing around with it a little over the last few days, so far the change from 1.8 -> 1.10 seems pretty easy. Some of the basic things look like they work already, though it's still going to take us a bit of work altogether.
2
Usually they're libraries of interfaces which you can implement and the parent mod can call on later without your mod having to directly reference and rely on the parent mod. It's a bit confusing at first but it's actually a very simple system.
To install them all we need to do is add their library to an appropriate directory in our workspace then rebuild with gradlew to setup it's pathing for the IDE. I've set it up for baubles but the thaumcraft api should be about the same thing.
http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571434-tutorial-modding-with-apis
https://github.com/Silentine/GrimoireOfGaia/commit/69a93ef420552250d73378169dcb885177b13dcf
2
Update here, we are hard at work and got half the mobs working now.
1
Not enough gunpowder in your life? Breed and raise creeper chickens!
Creeper chickens lay mysterious gunpowder laden eggs.
Break them down into gunpowder or thrown for explosive results.
To get started, craft a Creeper treat with a Creeper head and two seeds.
Creepers drop their heads when crushed by blocks.
Breed Creeper Chickens with Tnt to increase your flock.
~Mod Reviews~
~Downloads~
Curse Download for 1.7.10
Curse Download for 1.8
Curse project page
~Github, bugs, source, mirrors & Permissions ~
Creeper chickens is a MIT project, meaning you can use it and the code for anything, without asking, including modpacks.
Github link
Hope you have fun.
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