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    posted a message on How create a infdev server?
    Quote from aggresiweoo»

    I know how to create a regular minecraft server on new versions, but on Infdev...


    give me the core, there is 0 information on the internet.



    Infdev only has a client version, it doesn't have a server JAR that you could run to create a server. If you want to make a server for old versions though, you still have a lot of options. For instance you could use Beta 1.8 and any version above it with also online mod support, but if you want it to be even older, then disable the online mode and it should work.

    Posted in: PC Servers
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    posted a message on How to compile a mod from github using gradle into a jar?

    This seems to be a very late reply and I don't think you will see it, but unfortunately Forge 1.6.4 MDK is no longer functional and you would need to either install everything by your own or use a slightly newer or older version of Forge (i.e. 1.5.2, 1.7.10). For compiling that mod, it now seems to be impossible unless someone finds a way to get Forge 1.6.4 working once again, though it's possible to get 1.5.2 and below working once again if you download or copy from Minecraft running directory everything manually and put them in their respective directories but even that takes a lot of manual setup and if you want to mod for old versions it's more practical to either use very old versions (i.e. Beta 1.7.3) or slightly newer versions (i.e. 1.7.10).

    Posted in: Modification Development
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    posted a message on [1.4.7] Forge Fix

    Someone was able to fix Minecraft Forge 1.4.7, it works (do note that you will need to use an old commit of it, the last commit does not work for some reason that I do not know): https://github.com/Su5eD/MinecraftForge.


    The fix works by replacing the Python script system with ForgeGradle and it applies some other fixes to old system, it is installed like newer Forge MDK versions such as 1.7.10, 1.12.2 etc.

    Posted in: Modification Development
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    posted a message on Updating a mod from 1.12 to 1.15
    Quote from jstastny»

    Hello,


    I found a certain old mod that I like a lot, but unfortunately, its developement stopped (as in case of many mods) at 1.12. Because of that, I'm trying to reverse-engineer the mod using Java decompiler and update the mod myself, mostly just by renaming the Forge classes and methods that had been renamed to their current names. Unfortunately, I stumbled upon some words I can't figure out what they were changed for. For now, there are three such words: class NBTBase (net.minecraft.nbt.NBTBase), class Configuration (net.minecraftforge.common.config.Configuration) and method world.getPerWorldStorage, but I'm sure there will be more of them as I progress further with the code. Can anyone tell me what were these classes and method renamed to? Thanks a lot.
    (Sorry for any grammar mistakes, English is not my first language)


    UPDATE: I already figured out that class NBTBase has been replaced by interface INBT.

    More classes I need to know the new name of: MapGenStructureData (net.minecraft.world.gen.structure.MapGenStructureData), EntityPlayerMP (net.minecraft.entity.player.EntityPlayerMP)


    Unfortunately just renaming classes is not enough while you are updating / downgrading mod versions, there were so many technical changes from 1.12.2 to 1.15.2. But using tools like BON2, you can get a really accurate appoxrimation of the mod's source code.

    Posted in: Modification Development
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    posted a message on How to set up Forge SRC for 1.6.4 and backwards
    Quote from AGDeveloper»

    It's exactly what I was thinking. The community already does a great job of offering support, why change it? With the state they have left for example 1.6.4, it's obvious to anyone they wouldn't bother to help, even if some random nobody on the internet figured out a way to get it to work and install. At least once the project is done I'll be here for Installation support, and the community can continue to give modding support.

    However...

    I still agree with the starting part of this. Until RustedAnvil is done and anyone can use 965, Fabric and MCP are still the best way to go hands down. There are limitations to them (such as not being compatible with existing Forge mods) but it's the only way.... for now.



    While exciting, you shouldn't start holding your breath waiting the second it's possible. I don't know how long it's going to take. It could be ready today, or It could be ready next year. It depends on how much free time I have (which won't be a lot soon, I'll be moving home) and how good I am at programming, among other factors.


    So until then, I'd personally still recommend either continuing what you're doing, or if you really want 1.6.4 mods, Fabric or MCP.


    /Arek


    I came up with an idea: Deobfuscating Minecraft, merging it with the "userdev.jar" (or pre-gradle equivalent), then patching the vanilla classes to match the references in Forge classes.

    Posted in: Modification Development
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    posted a message on how can uptade a 1.12.2 mod to 1.16.5?

    No, the changes in 1.8 were made in a more backwards compatible way (for instance, block states were added but metadata was not removed), but changes in 1.13 were made in a less backwards compatible way (metadata and numerical IDs has been completely removed). You should not think 1.12 -> 1.13 is the same as 1.7 -> 1.8 (becuase the changes in 1.8 were made in a backwards compatible way).

    Posted in: Mods Discussion
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    posted a message on How to change the name of an existing mod?
    Quote from TecnoGamer500»

    I'm trying to use a mod on a server where it's not allowed. And apparently there's a way for them to see the names of the mods I'm currently using. With that thought, is there a way for me to change the name of a mod I'm currently using? For example, using Optifine but the name that appears for them appears as Sodium.




    You'd need to edit the mod's code to change its internal ID -but this does not ensure if server administrators does not suspect you are using disallowed mods.

    Posted in: Modification Development
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    posted a message on MOD IDEAS?11!!11!
    Quote from Russellman100»

    Can you make a destroyable obsidian mod for 1.12.2? There are already so many plugins for destroyable obsidian but there are no forge mods. Destroyable Obsidian would go great with a modpack I am trying to create.


    I can make one of them with Forge 1.7.10 and 1.8.9, but not Forge 1.12.2.

    Posted in: Requests / Ideas For Mods
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    posted a message on Legacy Fabric (1.0-1.13.2), Cursed Fabric (Beta 1.7.3), Old Forge/Glass Repo News & Q/A Thread (For B1.7.3 to 1.13.2 content)

    How to download and set up Legacy Fabric 1.7.10 MDK? Is the setup similar to Forge?

    Posted in: Mods Discussion
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    posted a message on [Forge] Unregistering Items?

    I need to unregister the ItemBlock of "Blocks.portal" and replace with my custom ItemBlock implementation that is metadata-sensitive. There are no methods such as "itemRegistry.removeObject", "GameRegistry.unregisterItem" etc. What is the approach I need?

    Posted in: Modification Development
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    posted a message on A question about how to make mods.
    Quote from Creeper15»

    Im wondering the easiest way to make a mod. Because I want to try making my own mod. Like weather, More minerals and stuff like that. Im very lazy when it comes to coding so I don't want anything that has to do with coding.


    You do not need expert-level coding skills: I learned Minecraft modding in a relatively short period of time (2 months). But if do you want 1.19.3 modding, I do not know the difficulty of that.

    Posted in: Mods Discussion
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    posted a message on How to get the path of a block model?

    I need to get a block model, but I could not. How can I get the block model names in-game?

    Posted in: Modification Development
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    posted a message on How to make item/block IDs configurable?

    I am making a mod, but the IDs cannot be changed without editing the code in cases of mod conflicts. How to add configuration for setting numerical IDs?

    Posted in: Modification Development
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    posted a message on [Solved] Are ModLoader and Forge compatible with each other?
    Quote from UnloadedChunk»

    I am thinking to make some ModLoader mods, but I am not sure if Forge can load ModLoader mods. Can it load without any change to code or if it cannot load, are small changes enough for making the mod Forge compatible?


    The reason that I am planning to use ModLoader is Forge MDK can no longer be setup in normal means, while ModLoader + MCP can be set up relatively easily.


    Version Range: 1.2.5 to 1.6.4



    I tested it and it perfectly works, just like it used to be.

    Posted in: Modification Development
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