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    posted a message on LiteLoader

    Liteloader uses the same build system as Forge now. Any tutorial for setting up a Forge modding environment also works with Liteloader. The only difference is Forge isn't included in the project.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from MasterRAOm»

    Hi!


    I was watching the tutorials to develop mods for LiteLoader but I stopped in the step to import the repository of the page https://subversion.assembla.com/svn/liteloader/, and apparently that repository does not exist then my question is What is the new procedure to make the mods for LiteLoader? Apparently, the tutorial found on the LiteLoader website is outdated and I expect an answer to this topic.


    Annex screenshots to validate what I say



    That tutorial you used is no longer valid and up to date. Instead, simply use the example mod as a template. It builds like any forge mod (There's plenty of tutorials for that).

    http://develop.liteloader.com/liteloader/ExampleMod
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Keybounce»

    Lets try a different approach/asking this a little differently.


    What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?


    I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.



    The example project in the Forge MDK is essentially Hello World. On game startup, it prints some stuff about dirt blocks to the console.


    And Sponge IS a replacement for spigot. The only thing about it is that for forge, it's required to be a mod. For vanilla, you just need to launch the jar as is.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    I don't think you need (or should) do a tamper check before any ticks have been sent. Tamper checks ideally should be done before any permission checks.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Keybounce»

    Ok, then, Ouch.

    LiteLoader is for client-side stuff only. Sponge is not forge.

    Is there a way for a server-sided forge mod (that is adding blocks, behavior, etc) to use Mixin? (Someone wants to port a 1.7.10 mod and doesn't want to touch any ASM coremods directly)

    First, Sponge is for forge. There's 2 editions: SpongeVanilla, and SpongeForge. The latter of which requires forge.

    I said the way you're supposed to use mixins is to "shade" it into your mod jar. Yes, this increases the size of your mod, but the alternative is to tell your users to get another mod that uses mixins (such as sponge or liteloader).

    More information on shading here.
    Just a note: For some reason, shadow doesn't play nice with the liteloader forgegradle plugin. it always wants to shade all of liteloader and mixin into the litemod.
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Keybounce»

    I seem unable to find the thread (or even curseforge project) for mixins.


    I know that Liteloader only support mixins for the client; I'm looking for server-side support as well. Where would I find it?


    Mixins is not a mod, so it wouldn't be on curse. It's a library designed to be packaged with your mod. Both sponge and LiteLoader do this.

    https://github.com/spongepowered/mixin
    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    Use the extract option in the installer and copy it to your mods folder. This should work with any forge install. If that doesn't work, there may be an incompatibility and we'll need your game log.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    Using the JNI defeats the entire purpose of Java. it's supposed to be compile once, run anywhere. You can't do that with c. Not to mention the security risks that brings.


    You can use the JNI if you want, but you have to make a custom launcher profile and manually load the natives.

    Posted in: Minecraft Mods
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    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    It's there. If you can't see it, click the files tab.

    Posted in: Minecraft Mods
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    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    That change is in the latest release. What Minecraft version are you using?

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    Use a render hook and use the Tessellator to draw quads. There is an example in the worldedit cui source.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Romaq»

    Would it be too "cheaty" to hope hacking the metadata of a .litemod will bring it to 1.12.1? :)



    No, all the mappings changed. They would still work if we used srg names like forge, but we don't. Most mods will probably just need to be recompiled.

    Is the copywrite the only reason we're not using srg names yet?

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    I'm not seeing any other errors, let alone an exception stacktrace. It might be one of your mods. Retry in 1.12 with no mods.

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    Don't worry about those launchwrapper errors. Those are normal.

    Posted in: Minecraft Mods
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    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)
    Quote from GreenZombie76»

    TabbyChat works on servers, where the server has "channels". i.e. the server prefixes all chat messages with tagged names (in []'s).


    Things like [Server], [Whisper] etc.


    TabbyChat - as far as I know at least - detects chat text prefixed like this and creates a tabbed chat interface out of it. I don't think (open to correction) that TabbyChat has any way to create additional channels that the server does not already support.


    You can use the power of regex in your filters to direct the flow of chat.
    Posted in: Minecraft Mods
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