Yes this is dead. Sollace kept working on it for a little while but there has been no activity in over a year. I've moved on from modding, so I don't plan to touch it again. If anyone wants to pick this up I'll transfer ownership of the repo.
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Member for 11 years, 7 months, and 20 days
Last active Sun, Jul, 22 2018 13:28:31
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Sep 14, 2016Posted in: WIP Mods
35acomputerdog posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!Posted in: Minecraft ModsSorry for any errors, typos, missing images, and random text. MCF exploded (TWICE) and corrupted this page.
Better Snow mod is designed to revamp Minecraft's rather simple snow. After all, does snow really just pile up an inch and then stop, regardless of how much more it snows? And does snow really never melt? The answers are obviously no, and that is where Better Snow comes in!
- Snow has 16 heights
- Snow piles up during snowfall
- After snowfall snow exposed to high light levels slowly melts
- Snow never melts completely unless opted for
- Snow slows down mobs and players that walk through it, the deeper the slower
- Placing snow on snow makes it one layer deeper
- No APIs or other mods required
- Full LAN support if all players have the mod
- Partial LAN support if at least the host has the mod
- Server support with Forge
- Held snow does not change it's image when multiple heights of snow exist
- Mobs sink all the way through the snow at all levels
- Snow drops snowballs based on how tall it is
- Snow can be configured to drop itself (instead of snowballs)
- Snow settings can be configured
- Advanced settings menu
- Snow can fall under trees
- Compatible with AllSnow mod
More settings!Done! Numeric settings are now functional!
- Adjustments to snowfall rendering
- Different snowfall amounts per biome
Snow drops snowballs based on it's heightDone! Fix various bugsDone! The biggest long-time bugs are now patched! Increase compatibilityDone! Now includes forge support!
- Snow can fall on top of non-full sized objects and only appears on the spaces the block occupies
- Glass and glass panes get frosted during snowfall
- Leaves get frosted in the winter
- A full block of snow turns into a solid snow block
- Flowing water freezes into frozen flowing water -Original idea
Snow piles up under trees and non-solid blocksDone! Snow now falls and generates under trees!
- Option "presets"
- By fullmetalDrake:
- By SparklingKoala:
- By Viking99:
- By PixelizedChaos:
- By x2robbie2x:
- By DecentCrafting:
- By Luke_TopLad:
Downloads:By downloading any version of BetterSnow, you agree to the License Agreement below.
A changelog can be found here. It contains all changes starting at 1.6.1b. Sources for versions 1.6.4a+ can be found here.
Links to older versions were lost due to a MCF glitch. If you need an older version comment on this post and I will gladly add the link!
- Minecraft 1.6.4 [e] [forge]: http://www.mediafire.com/download/el676f36sk5sukb/
- Minecraft 1.6.4 [d][forge]: http://www.mediafire...8ivqbwcu0bp9po/
- Minecraft 1.6.4 [d][vanilla]: http://www.mediafire...0wpfbrm7ds39z3/
- Minecraft 1.6.4 [c][forge]: http://www.mediafire...lypdn4m8oefnyy/
- Minecraft 1.6.4 [c][vanilla]: http://www.mediafire...2a1l7xy234xfpw/
- Minecraft 1.6.4 [a][forge]: http://www.mediafire...tfdqal8eb0448e/
- Minecraft 1.6.4 [a][vanilla]: http://www.mediafire...my298rl7ba21a7/
- Minecraft 1.6.2 [a][forge]: http://www.mediafire...660zbxy8a01qyg/
- Minecraft 1.6.2 [a][vanilla]: http://www.mediafire...6li77wtlbdm8ix/
- Minecraft 1.6.1 [c][vanilla]:
- Minecraft 1.6.1 [c][vanilla]:
- Minecraft 1.6.1 [a][vanilla]:
- Minecraft 1.5.2 [a][forge]: http://www.mediafire...c8k0o6j4emwitz/
- Minecraft 1.5.2 [a][vanilla]:
- Minecraft 1.5.1 [a][vanilla]:
- Minecraft 1.4.7 [a][forge]: http://www.mediafire...04d6h9kydclm7s/
- Minecraft 1.4.7 [a][vanilla]:
- Minecraft 1.4.6 [a][vanilla]:
- If you like BetterSnow, then you should also try AllSnow Mod!
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://minecraft.net/terms ) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the MOD, person installing the MOD.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this MOD must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATIONThis MOD is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
1acomputerdog posted a message on The Modders Guild: Making it easier to play modsHere are a few things I would like to suggest:Posted in: Mods Discussion
- Ability to search by tags, game version, api, author, etc.
- Mods listed as wrong version
- Install instruction templates for standard mod types (jar mod instructions, forge mod instructions, LL mod instructions, etc)
- Ability to mark a version of a mod as bugged/abandoned, so that when a user comes to complain about a crash they can easily see that their version is bad. Maybe even require players to enter the mod version to comment, and if it is a bad version it will display a message before they can submit?
1acomputerdog posted a message on Magic Mojo Mod Loader - A mod loader for advanced moddersPosted in: WIP Mods
Cheers, I would like to hack away at some ideas and test some things pretty soon
SpongeAPI sounds alright, though if I understand it correctly (I had a quick read).Is SpongeAPI purely an alternative to re-inventing the wheel with JavAssist? Or does it have more expansive suite than an extensive bytecode-modification helper?
Not to push it, but feel I might give an example of where Guice would fit in. I don't really know if or how it would make sense to work alongside SpongeAPI (simply from ignorance), though there are quite a few things that interested me as Guice as a platform for a "loader" API basically written from scratch. One good example is this... "volatile cache for method results" of sorts, that is very simple to use (and Apache 2.x too, is this compatible?)
When I saw this, I immediately imagined users adding a @TickRate(ttl=20) annotation to a Tile Entity renderer, or main thread tick event for a widely universal "low resolution" processing. Sounds like a decent way to optimize... a lot of things.
Though I don't know much about this side of Java programming/engineering. cache4guice isn't that large, though you might understand it and find it simple to replicate
In a nutshell - SpongeAPI would be used to handle the "hooks" into Minecraft itself, and expose it's "hooks" via Annotations that a Guice-powered API loads. Then Guice is used to organize. verify, optimize, etc. and delegate the individual mod "hooks" into it's own "Registries" that are "sent" to the SpongeAPI for the actual "injection". It's essentially the same model as Forge/FML, which pretty decent IMO.
I'd be curious to know just "how much" Sponge API does though, beyond a usual "runMeBefore(methodArgs)" and "runMeAfter(methodResult)" bytecode injection for the methods we're interested in and such... I'll check it out a bit more.
SpongeAPI is like bukkit, an abstract API not tied to minecraft's code base that mods can compile against. Also like bukkit, it can be implemented anywhere, such as in the official sponge implementation, M3L, or even a complete server rewrite. The implementations are still responsible for providing the hooks and loading songeAPI.
2acomputerdog posted a message on List of sites stealing Minecraft content. StopModReposts!Posted in: Mods Discussion
My mods are currently released under an odd license that allows redistribution with direct attribution (I got it from a thread about mod licenses), but I am planning on switching my mods to use the MIT license to match the rest of my software. Unfortunately that license allows no way to really restrict redistribution, and I don't want to use a more restrictive license because I want to allow the mods to be modified, included in modpacks, and used as example code for other mods.
Currently the only solution I have thought of to this problem is some type of DRM-type solution, which I am against. But if this were to be implemented, it could be made effective by giving each release of the mod a unique identifier, and upon mod load the mod checks it's ID with a server. If a mod is illegally redistributed, that build could be blacklisted and a new build released. If a build is blacklisted, the mod could either disable itself (full-DRM, this would be BAD precedent for modding) or do something nicer like display a warning that the build was blacklisted, and display a warning about whatever site was hosting the mod (the text could be downloaded from the server as well).
I 100% agree. Just the other day I cleaned off a computer that had been riddled with a massive virus infection, and after removing 6000 malware items I decided to find what had initially infected the machine. What I discovered is that the user had tried to download a "Mod Installer" from one of these sites, and the installer had installed a dropper (a dropper is a virus that downloads and installs other malware). Since he had no AV installed, the infection quickly expanded to infect the whole machine. If there were less sites redistributing mods, there would be much less of a chance of getting fake installers like this in the first place.
1acomputerdog posted a message on Enigma: a tool for deobfuscation of Java bytecodePosted in: Minecraft Tools
Funny how MCF picked up the "s**t" in Hash_Iterator
23BlazeLoader is an opensource mod API based on the LiteAPI framework. It uses the LiteLoader API Framework as a base, which allows it to be loaded with no jar modifications and allows mods the use LiteLoader's stable, well developed mod loader.Posted in: WIP Mods
BlazeLoader is fully open source. Sources can be found (and contributed to!) on the GitHub repo. Currently BL is being developed against Minecraft 1.8 client. Technical information can be found in the repo.
Demo 2 now available for MC 1.6.4! It can be downloaded here: http://www.mediafire...cxu/BLDemo2.zip. Install instructions and a sample mod are included! Make sure to type /bl to see BL features and /te to see the sample mod! Known bugs: Formatted chat messages include strange characters, username and session ID are stripped at launch.
BL Forums: http://www.blazeload...forum/index.php
GitHub Repo: https://github.com/w...dog/BlazeLoader
API JavaDocs (usually outdated): http://acomputerdog....Docs/index.html
Sample Mod 1: https://github.com/w...dog/TerrainEdit
Sample Mod 2: https://github.com/w.../RealisticStone
There is also an IRC Channel: #BlazeLoader (EsperNet)
Want to contribute to BlazeLoader? Post suggestions or contribute code to the repo! Testing is also greatly appreciated!
Currently all planned features are tentative and some may be dropped or changed if necessary.
- No JAR modding needed
- Ties into crash reports
- Uses LiteAPI framework
- LiteLoader bases means all BlazeLoader mods are automatically LiteLoader mods and can use any other loaded LiteAPIs.
- Static API classes
1Posted in: WIP Mods
BL is definitely still alive, but it is currently in limbo and i'm not actively working on it. I had been making a lot of progress to add server support, but Mumfrey got pulled away to work on sponge so LL still does not have server support. I have not decided if I should just go ahead and release BL without server support, or wait (potentially for a long time) until LL has server support so that BL can be released as a server-compatible API.
1acomputerdog posted a message on Magic Mojo Mod Loader - A mod loader for advanced moddersPosted in: WIP Mods
The mods deleted it and temp-banned Cuchaz. They claim he was distributing minecraft jars. He should be unbanned in a day or two, so maybe he can clarify more.
EDIT: Here is a google cache of the thread.
1acomputerdog posted a message on Enigma: a tool for deobfuscation of Java bytecodePosted in: Minecraft Tools
Try something like: "/give @a[score_<name>=99999,score_<name>_min=-99999] diamond_sword", where <name> is replaced with the name of the objective you want to check for.
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49megasys posted a message on uNmINeD - 2D mapper [JE & BE, Windows / Mac / Linux]Posted in: Minecraft Tools
- Easy to use GUI
- No modding required
- Export to PNG, JPG, HTML (see examples)
- Supports Minecraft Java Edition 1.2 to 1.18 and up
- Supports Minecraft Bedrock Edition 1.4 to 1.18 and up
- Customizable colors and styles
- Modded worlds
- Advanced cave rendering
- Slice at any Y
- Night view
- Nether, The End and custom dimensions
- Fast, multithreaded, low memory usage
- High DPI aware
- Command line version is also available
Latest .NET version for Windows 7/8/10/11, Linux and macOS:
0.15.2-dev (November 2, 2021)
413montoyo posted a message on Web Displays - Browse On the Internet in Minecraft!Posted in: Minecraft Mods
This thread is outdated. Check out WebDisplays 1.0 here!
I'm happy to show you today my new mod: Web Displays, which adds a Web Screen Block and more! So, what do you think this block will do? Well, when you place a few of those blocks (144 in fact) in a 16x9x1 surface shape, and you right-click it, a real web browser shows up. You can go on YouTube, watch some videos or listen to your favourites musics, watch the stream of your favourite streamer, shows the news in your server's lobby and everything in-game.
Latest version spotlight:
TheDiamondMinecart's cinema map showcase:
0.2 / 0.3 Showcases:
Dependencies: You NEED Minecraft Forge, which is available HERE.
New: You also need MCEF, which is available HERE.
For minecraft 1.7.10 client & server:
AGAIN: YOU NEED MCEF.
First, download the mod HERE. Then, place it in your mods folder.
When starting the launcher, don't forget to select the Forge profile!
For clients (= NOT servers) only: Non-windows user: you won't be able to see any screen. The mod is provided only to enable you to join servers using WebDisplays.
For modders: API (outdated, I think)
You can download the Web Displays API from here: http://montoyo.net/wd2.php?t=api&v=latest
Basically, you can do anything while it uses my API and while this API remains unmodified. You can redistribute my API with your mod once compiled and reobfuscated by MCP/Forge. You are no able to decompile and/or edit the mod, or use reflection to access some fields/methods from my mod or access private fields/methods of my API.
First, you need to craft some web screens blocks like this:
Then, build a little walll with them (minimum size: 2x2) and right click on the side where you want the screen to appear (check that you don't have any items in your hand). That's it, you created your screen. Shift-Right Click to change the URL. To click on a link/button, simply right-click it with nothing in the hand.
Ok, so you have a web browser in a block; now what about a web browser in an item? Here is the minePad: YAY!
Once you created it; you need to right-click a real screen (made out of web screens blocks) and you'll see what is shown on the screen but on your this tablet!
Peripherals are blocks that can be connected to a screen using the Wireless Linker:
You have to right click the screen first and then the peripheral with it. Note that peripherals can be wherever you want in the world, there is no distance from the screen limit. It just have to be in the same dimension.
Peripheral #1: The keyboard:
To type things in the web screen, you'll need the keyboard:
After linking it to a screen with the linker, just right-click it with nothing in the hand, type whatever you want, and press Escape when you have done.
Peripheral #2: The Computer Interface:
If you want to use ComputerCraft to interact with the screen, here is the computer interface:
After linking it to a screen using the linker, place a computer next to it. You can access its functions using peripheral.wrap("SIDE_OF_THE_INTERFACE")
To know which functions are available; you can watch my little tutorial here:
Peripheral #3: The Repeater:
This peripheral is a little bit special; it'll repeat what a real screen will show (called "source"), but on another screen (called "repeater).
Build two 16x9 screen (using web screens blocks). Turn on the source screen (right-click it with nothing in the hand). Then, select it by right-clicking it using the wireless linker. Once the source has been selected, click on the second screen using the linker. That's it
Peripheral #4: The Remote Controller:
Crafted like this:
The Remote Controller once linked to a screen will enable you to change the URL of its linked screen wherever you want; this might be usefull to make a screen control room and change the URL from far.
Servers:Have you already tought about drinking some virtual beer, eat virtual food with your friends while watching a stream?
I suggest you Virtual Barcraft: http://www.virtualbarcraft.com
~~~~~~~~~~~~~ Common FAQ: ~~~~~~~~~~~~~
Q: It's says I need flash, or that Flash is not up-to-date.
A: Please download "Flash Player for other browser" from here. Select your operating system in Step 1, then select "FP xx for Opera and Chromium" (where xx can be any number) in Step 2, and then click "Download now" on the right. As well don't forget to install it.
Q: Where can I find my logs?
A: Minecraft logs can be found in the ForgeModLoader-client-0.log file that you can find in your %appdata%/.minecraft folder. You need to shut down minecraft to find this file!
Installer logs are generated in the WDI_x.y_Log.log file which is the same folder as the installer executable!
~~~~~~~~~~~~~ Other FAQ: ~~~~~~~~~~~~~
Q: Why is your mod only available on Windows?
A: I'm working on the Linux version. However I need an Apple computer to make it available for mac; and it's wayyyy to expensive for me.
Q: When I right click on the screen, nothing happens.
A: Check in the config file that the "create" option is set to false, or that the server you are playing on enables you to create web screens even if you are not OP. Else, there were a problem during the installation of the mod. Please send me your Minecraft log.
Q: I LAAAAAAAAG with your mod
A: Try a lower ppp (real Pixels Per minecraft Pixels) in your config file and check that anisotropicLevel is set to 0. You can increment update & render rates in your config file too.
Q: How can I change the home page of the the browser:
A: You can do all that stuff in your config file in the misc category.
Q: I don't want to allow players to craft screens (only OPs):
A: Check your config file.
Q: I want to put your mod in my mod pack:
A: Well, if it's a private server mod pack, be free. Else, please ask by sending me a PM.
A: GIVE ME THE MAC FIRST!
A: Coming very soon.
Q: Fullscreen YouTube videos doesn't work
A: Yes. No way to fix this bug.
- Laser Pointer (to click on screen)
- Now using MCEF.
- Goodbye Awesomium. Welcome ChromiumEmbeddedFramework (THANKS TheFurax). Hi 64 bits.
- No more installer required.
- Manual profile selection is now enabled by default
- Corrected typos
- Removed very old WD uninstaller
- Fixed keyboard crash bug
- Fixed non-dying flying screens
- Fixed ComputerCraft Interface not working
- Added a button to play YouTube videos in fullscreen
- Updated WebDisplays to 0.9
- Updated for Minecraft 1.7.10
- Now searches for a 32 bits Java in EVERY hard drives
- Added option to manually browse for a 32 bits JRE (ADVANCED USERS)
- Updated WebDisplays to 0.8
- Fixed Minecraft crashing when leaving the world if the installation failed
- Fixed the screen showing "Installation Failed" on non-windows OS.
- Updated for Minecraft 1.6.4
- Updated WebDisplay to 0.7
- Now uses the system's look & feel theme.
- Fixed keyboard breaking particles
- Now screens can be as large as you want, but not 1x1
- Added the "unload distance" parameter in the config: if this distance is reached, the screen is unloaded.
- Screen repeaters now deletes themself if their source was deleted.
- Added the "shutdown" function to shutdown the screen using ComputerCraft.
- Added the minePad.
- Updated WebDisplay to 0.6
- More debug infos in the log file
Web Displays 0.5b:
- Changed the "OMG, Installation failed" texture by "Installation failed; please read FAQ"
- Now loads the native in the WebDisplaysNatives folder
- Added the isScreenRepeater() function in the API.
- Now detects if the allocated Java memory is over 1 giga and if it's the case, it'll reduce it to 1 giga again because Java 32bits doesn't support more that 1 giga.
- Detects if the mod was already installed manually and removes it.
- Now extract the native in the WebDisplaysNatives folder.
- Installer now takes care about the game directory profile parameter.
Web Displays 0.5:
- Moved every blocks and items in a new creative tab
- Changed the harness of every block (now it'll be as hard as stone)
- Enabled repeated keys on keyboard
- Changed the internal texture format of the screen to GL_RGB, using less memory.
- Added domain black-list in the config file.
- Created an open-source API so that modders will be able to add things for my mod (untested)
- Added the remote controller
- Now detects if there are no http:// before the URL and adds it automatically
- Added the view distance parameter in the config file
- Updated Web Displays to 0.5
- Reduced the license agreement window size; so users with small screens can still click on I agree or I decline
- Wrapped the installer into an EXE file (asked by some users)
- Installers nows ask the user to select the Forge profile at the end of the installation.
Web Displays 0.4:
- Corrected a bug making the URL unchangeable
- Added ComputerCraft implementation
- Now uses the correct log channel.
- Updated WebDisplays to 0.4
- Added the Awesomium License agreement at startup
- Now extracts the Awesomium License into your .minecraft directory.
- Errors and infos are now in the same file name WDI_0.5_Log.log.
Web Displays v0.3:
- Removed the "installation failed" image if the installation succedded (in this case you'll see a "welcome" image)
- Fixed some keys not being usable in the keyboard
- Updated WebDisplays to 0.3
- Fixed the 32/64bits detection
- Now you'll need java 7 32bits !
Web Displays v0.2:
- Added keyboard & keyboard linker
- Added update/render rates that can be incremented to reduce lag
- If the mod runs in no-jawesomium mode, the screen will show an error message
- Fixed screen being invisible sometimes
- Fixed screen changing it's position when reloading the world
- Released for 1.5.2
- Updated JAwesomium to 0.2
- Updated WebDisplays to 0.2
- Now errors & infos goes in a log file
- Fixed crashing at launching
- Fixed installer not taking care of the selected minecraft directory.
Older versions:Web Displays 0.11 for Minecraft Client & Server 1.6.4: WebDisplays-0.11c.jar
Web Displays 0.11 for Minecraft Client & Server 1.7.2: WebDisplays-0.11b.jar
Starting from here, WebDisplays doesn't require MCEF.
Web Displays 0.10 for Minecraft Client & Server 1.7.10: WebDisplays-0.10.jar
Installer 0.12 for Web Displays 0.9 for Minecraft Client 1.7.10: WDI_0.12.exe
Web Displays 0.9 for Minecraft Server 1.7.10: WebDisplays-0.9.jar
Installer 0.10 for Web Displays 0.8 for Minecraft Client 1.7.10: WDI_0.10.exe
Web Displays 0.8 for Minecraft Server 1.7.10: WebDisplays-0.8.jar
Installer 0.9 for Web Displays 0.7 for Minecraft Client 1.6.4: WDI_0.9.exe
Web Displays 0.7 for Minecraft Server 1.6.4: WebDisplays-0.7.zip
Installer 0.8 for Web Displays 0.6 for Minecraft Client 1.6.2: WDI_0.8.exe
Web Displays 0.6 for Minecraft Server 1.6.2: WebDisplays-0.6.zip
Installer 0.7 for Web Displays 0.5b for Minecraft Client 1.6.2: WDI_0.7.exe
Web Displays 0.5b for Minecraft Server 1.6.2: WebDisplays-0.5b.zip
Installer 0.6 for Web Displays 0.5 for Minecraft Client 1.6.2: WDI_0.6.jar
Web Displays 0.5 for Minecraft Server 1.6.2: WebDisplays-0.5.zip
Installer 0.5 for Web Displays 0.4 for Minecraft Client 1.6.2: WDI_0.5.jar
Web Displays 0.4 for Minecraft Server 1.6.2: WebDisplays-0.4.zip
Licenses:Mod & Topic License:
This document and is Copyright © 2013 Nicolas BARBOTIN and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
You can read the Awesomium license from the AWESOMIUM_LICENSE.txt file located in your .minecraft directory after installing the mod using the installer or at http://nico.tbb.free.fr/wd/LICENSE.txt
24bilde2910 posted a message on Mods FAQ and security considerationsPosted in: Minecraft Mods
Frequently asked questions
Welcome to my FAQ for downloading and installing mods! I hope you like it
Table of contents:
- How do I search for a mod I want to download?
- How do I download mods from Minecraft Forums?
- What is AdFly?
- What is Forge?
- What is LiteLoader?
- How do I install Forge?
- How do I install LiteLoader?
- How do I install Forge and LiteLoader mods?
- How do I install vanilla mods?
- How do I install vanilla mods in Minecraft Forge?
- How do I find my .minecraft folder?
- Can I use another folder than .minecraft for my game data?
- Important: What should I watch out for when I download mods?
- What is MCP, and why is it so important?
- Will mods work even if they're not made for my Minecraft version?
- Why can't mod authors avoid using the Minecraft Coder Pack and Forge, to update faster?
- How do I solve ID conflicts in Forge 1.6.4 (or earlier) mods?
- What are IDs, and what are they used for?
- The mod I installed crashes my game! What should I do?
- How do I report a crash in a useful way?
- How do I downgrade Minecraft?
If you have any questions not covered by this FAQ, feel free to ask!
How do I search for a mod I want to download?
Look around in this forum for the thread belonging to the mod you want to install. If you can't find it, I suggest you google the name of the mod. For example, google "TooManyItems". You can also check out tutorials and reviews for the mod on YouTube; those often have download links in their descriptions. If you're googling mods, ensure you get to the right site - most likely the mod has a Minecraft Forums topic, PlanetMinecraft page or CurseForge page. If it appears in the search results, click your way to it. It should look something like this:
Notice how it says below the title in green text, "www.minecraftforum.net". This lets you know that the mod page is on Minecraft Forums, a trusted site for mod downloads. Make sure you follow the guidelines in the security section to keep your computer free of viruses.
How do I download mods from Minecraft Forums?
Once you've found the Minecraft Forums topic containing the mod, look for a "Downloads" section on the first post. Once you've found it, ensure you're downloading the mod for the correct version of Minecraft. Here's a look from the TooManyItems downloads section:
You'll see there are several versions to select from. The first thing you'll have to ask yourself is: which version of Minecraft am I using? When you play Minecraft, this will always show in the bottom right corner of the main menu:
In this case, I'm using Minecraft 1.7.2. If we look back at the TooManyItems' downloads section, we'll see that a 1.7.2 version is available, titled "For 1.7.2 non-Forge version". Click on it. You'll end up on a page with a blue bar up top titled "adf.ly" - please see the next question for a short introduction to what this is.
What is AdFly?
In the previous question, when I told you to click on the download link, you were sent to a page titled "adf.ly". You're probably wondering what this is, and how you deal with it.
First of all, I wouldn't recommend staying on an AdFly page a second longer than necessary, so I'll show you how to get past it so you can download your mod. Look in the top right corner of the page, on the blue bar. There will most likely be a countdown. Once it's completed, press the green or yellow "Skip ad" button in the top right corner.
But what is actually AdFly? AdFly is a link shortening service that, in addition to shortening links, gives link-makers money for people clicking on their links. For every 1000 clicks a link receives, the author of said link gets US$ 4.00 in revenue. Many mod makers uses AdFly to try and earn money for free through people downloading their content. Many mod authors prefer to use Curse, or have their own sites, for claiming ad revenue for their mods, while others do not put any advertisements on their downloads or sites at all. Several modders also use AdFly in addition to Curse or a personal website.
You're probably wondering why I told you to get off AdFly as soon as possible. The reason is the ads served through AdFly may in rare cases contain malicious scripts, which could potentially infect your computer with a virus or a trojan. You can read more about this in the security considerations section further down on this page.
What is Forge?
Minecraft Forge, often just called Forge, is a mod loader for Minecraft. It's fair to say that most mods use Forge to function. Mods using Forge have the major advantage of ease of installation - installing Forge mods is nothing more complicated than a simple drag-and-drop between two folders. Mods not using any mod loaders are called vanilla mods - they don't taste like vanilla, the term refers to the mods just being plain. These mods are much harder to install than Forge mods. It's worth noting that Minecraft Forge has very limited documentation, which can make troubleshooting difficult.
Forums user Botjoe helpfully recommends using separate profiles and game directories if you are playing with different versions of Forge. Please see the section on game directories for more help regarding this.
Minecraft Forge can be downloaded from http://files.minecraftforge.net/.
What is LiteLoader?
LiteLoader is a mod loader similar to Minecraft Forge, but is much smaller and provides more basic support. Mods for LiteLoader are as easy to install as mods for Forge - a simple drag and drop between folders. LiteLoader is not used by very many mods, and some loaders are now unsupported.
LiteLoader can be downloaded from http://www.minecraft.../topic/1868280-.
How do I install Forge?
To install Forge, you should head over to the Minecraft Forge download page, linked above. Choose the Installer option for the Recommended release:
Run the installer when it's been downloaded. When the installer opens, you'll see a menu with three options: "Install client", "Install server" and "Extract". Select the "Install client" option and press OK. Forge will now install itself.
How do I install LiteLoader?
To install LiteLoader, head over to the LiteLoader forum topic (linked above) and look for the download section. Download the installer and run it. The installer will open with a few options; "Install LiteLoader" and "Extract LiteLoader". Select the "Install LiteLoader" option. If you also have Forge installed, check the "Chain to Minecraft Forge" checkbox and press OK to install.
How do I install Forge and LiteLoader mods?
Both Forge mods and LiteLoader mods are installed in the same way:
- Start by downloading and installing Forge/LiteLoader (see above).
- Download the mod you want to install.
- Then, navigate to your .minecraft folder. (See further down on the page for a guide.) (Note that it is possible to use different folders for modded Minecraft - please see the game directories section for more help on this.)
- Look for a folder named "mods". If there is no folder named mods, create it.
- Copy the mod you downloaded into the mods folder.
To play Minecraft with the mods installed, select the Forge or LiteLoader profile in the bottom left corner of the Minecraft launcher, then press play.
How do I install vanilla mods?
Installing vanilla mods is difficult if you don't know how.
- Start by downloading the mod you want to install.
- Then, navigate to your .minecraft folder. (See further down on the page for a guide.)
- Open up the "versions" subfolder and find the folder with the Minecraft version you're installing the mod for. Ensure you select the right folder!
- Make a copy of this folder and name it something like "1.7.2_mods" (I'm using Minecraft 1.7.2, hence 1.7.2 in the name). Try not to use spaces in the name.
- Open the folder you just created and rename the two files inside in the same way you renamed the folder: 1.7.2_mods (it must be the name you chose). Do not remove the .json ending on the file that ends with .json! The two files should now look something like this:
- Open the file that ends with ".json" in Notepad or Notepad++.
- Look for a line near the top starting with "id":
- Save the file and exit.
- If you're on Mac or Linux, you can skip this step. Download and install 7-zip or WinRAR (I prefer 7-zip - it's free!).
- Open the file that does not end in ".json" with 7-zip or WinRAR. If you're using Mac or Linux, use your system's archive manager to open the file.
- Open the mod zip file you downloaded using the same program (7-zip, WinRAR or the system archive manager).
- Select all the files in the mod ZIP file by pressing Ctrl+A. Then drag them over to the 1.7.2_mods file.
- Delete the folder META-INF, with all contents, from the 1.7.2_mods window.
- Close both windows.
- Open the Minecraft launcher.
- In the bottom left corner of the launcher, press the New profile button.
- Name the profile "1.7.2 mods" (or something else descriptive).
- Select "release 1.7.2_mods" from the "Use version" drop down box.
- Press Save profile.
Replace the version number on that line with the name of the file (in this case, "1.7.2_mods").
To play Minecraft with the mod(s) installed, simply select the "1.7.2 mods" profile in the bottom left corner of the launcher, and press Play.
How do I install vanilla mods in Minecraft Forge?
You may have thought that following the procedure above would've worked, but if you do it with Forge specifically, Minecraft will crash. Here's how you do it.
- Start by downloading and installing Forge (see above), if you haven't already.
- Download the mod you want to install.
- Then, navigate to your .minecraft folder. (See further down on the page for a guide.)
- Open the versions subfolder, and look for the Forge directory.
- Follow steps 9 through 15 in the Installing vanilla mods section just above this one.
- In the bottom left corner of the launcher, press the Edit profile button.
- Check the box labeled "JVM arguments".
- Enter the following in the JVM arguments box:
- Save and close the profile.
- Play Minecraft! Your mods should now be installed on top of Forge.
Please be aware that when installing vanilla mods in Forge, you'll likely overwrite some of Forge's functionality. This could cause mod conflicts and crashes that would usually not appear in a healthy Forge installation.
How do I find my .minecraft folder?
There are three ways to find the .minecraft folder:
Method 1: Via resource packs menu
- Open the Minecraft launcher and play the game.
- Go to the Resource packs menu.
- Press the "Open resource packs folder" button.
- Go up one level.
Method 2: Finding it manually
On Windows: Press Windows+R, type the following:
and press Enter.
On Mac: Navigate to ~/Library/Application Support/minecraft. This is your .minecraft folder.
On Linux: Navigate to ~/.minecraft. This is your .minecraft folder.
Method 3: Using the launcher (recommended!)
- Open the Minecraft launcher.
- Click on the "Edit profile" button in the bottom left corner of the launcher window.
- Click on "Open Game Dir" in the bottom right of the window that appears.
Can I use another folder than .minecraft for my game data?
Absolutely! If you want to put your game files in another folder, then, in the Minecraft launcher, click on the Edit profile button in the bottom left corner. Check the box next to "Game Directory" and insert the full path to where you want your game files (mods, saves, screenshots, resource packs etc.) stored. Click on Save Profile when you're done.
Note: You may have to move your existing "saves", "mods", "screenshots", "resourcepacks" and other relevant folders from .minecraft to the new directory you've chosen if you have already played with .minecraft as your game directory previously.
Forums user Botjoe helpfully informs that using multiple different game profiles with different game directories can be very useful if you like to switch between multiple versions of modded Minecraft, or different collections of mods. For instance, having one game directory called something like "FTBInfinity" and another called "The1.7.10Pack" for each of those modpacks will stop you from accidentally loading the wrong world in the wrong modpack, corrupting the world. If multiple players play on the same computer, changing game directories can also be useful to ensure that the players do not play on each other's worlds by accident.
Important: What should I watch out for when I download mods?
There are a lot of traps that are easy to end up caught in when downloading mods:
- Never download any mods without having an anti-virus enabled. Windows users should take great care to have an anti-virus, since Windows is the most popular operating system and therefore the one most hackers want to infect with a virus.
- Never run EXE files claiming to be mod installers. These are in 99% of cases viruses. Upload the executable file to VirusTotal to scan it for viruses.
- Only run installers for mods you have used before and trust, and only run them if the installer was made by the mod creator himself.
- Do not run installers for any mod if the uploader has few posts and/or very few mods exist for the targeted Minecraft version.
- Topics on Minecraft Forums with positive feedback from other forum users are probably trustworthy.
Also beware of which sites you download mods from. Always download from the official download page. The sites listed below are well-known mod hosting or linking sites which can be trusted, except if the above criteria make you worry (i.e. executable files have been seen on these forums, although very rarely, and in those cases, be extra careful).
If the mod's official topic or page links to another domain for downloading, chances are that it's safe to download.
If the site you are downloading from is on this list (link) , do not download. The sites listed there are known for stealing mods from the original authors and may even be infected with malware and viruses.
Will mods work even if they're not made for my Minecraft version?
The simple answer is no. The reason why is because Minecraft's source code is encoded. Minecraft is encoded through obfuscation; that is changing human readable names of things into seemingly random series of letters, like "Minecraft" may be changed to "azd" and "GuiNewChat" into "bav". In mods' raw source code, there are references to these obfuscated names. The problem is that these names change over time - there are new names for everything with every new release.
If the mod source code references "bav", it would correctly reference "GuiNewChat" (the chat window) in the Minecraft version it's designed for. However, because the obfuscation pattern changes between each release, in another Minecraft version it might reference "GuiButton" instead (Minecraft buttons). This causes problems because the mod's source code doesn't automatically detect that it's referencing the wrong thing.
If you frequently play different Minecraft versions, it's recommended that you separate their game directories so that you do not accidentally load the wrong Minecraft world into a different version of the game.
What is MCP, and why is it so important?
MCP is short for Mod Coder Pack. What this does is help mod developers develop mods for Minecraft easily. If you look at the question above this, you'll see that the Minecraft source code is obfuscated. Developing mods without MCP isn't impossible, rather very difficult, and few want to do that work. What MCP does is that it acts like a translator, translating the meaningless, obfuscated names in the source code and turns them into names modders can understand.
MCP is also the tool that decompiles Minecraft. In terms of software, decompiling is reverse engineering - it is turning the actual program back into source code form. Modding compiled code directly is probably the toughest form of programming there is - compiled Java code is called bytecode, and bytecode is simply a long series of bytes. An example of bytes could be "�ˣ�#M6u�" - now that isn't proper Java bytecode, but is what one could expect from looking at raw class files if opened in Notepad. Being able to understand that and edit it is a huge feat in itself. MCP also does the work of recompiling the decompiled source code back to bytecode form, so Java can understand it.
MCP is written in Python, and is being developed by Searge, ProfMobius, IngisKahn, Fesh0r, ZeuX and R4wk. The community also contributes mappings from obfuscated names to human readable names for MCP. Their official website is http://mcp.ocean-labs.de/.
Why can't mod authors avoid using the Mod Coder Pack and Forge, to update faster?
Originally posted by bilde2910 here.
Modding without MCP, Forge, etc. is, to put it short, extremely difficult. Mainly because the Minecraft source is encoded, and while you can mod in this encoded source, few want to put forth any effort to try doing so. Minecraft is encoded through obfuscation; that is changing human readable names of things into seemingly random series of letters, like "Minecraft" may be changed to "azd" and "GuiNewChat" into "bao". You may be thinking that it shouldn't be too difficult to learn these names, or at least the most important ones, and indeed, I pulled those two names of the top of my head simply because I've worked a lot of them. If I want to access the Minecraft data directory (.minecraft), I know I should look for "azd.w," which translates to "Minecraft.mcDataDir".
Learning a few is easy enough. Learning many (like, how to render text on screen, adding textures to blocks, making interactive GUIs, etc.) is a whole other story. De-obfuscating the source code is like translating a text from one language to another. Learning some words is easy, learning many is hard. And this is where MCP comes in. MCP is short for Mod Coder Pack, and functions much the same way as an automated translator. It de-obfuscates everything for you, and as an added bonus; from 1.7.2 and on it also categorizes the code for you, based on what purpose each code file serves. To use a metaphor for this, I could say that it picks up a pile of 1000+ Latin documents from the floor, translates everything to English before sorting it similarly to like in an archive. This lets you have something that translates Latin to English, so you can work on it, and then back again to Latin when you're done, instead if you having to learn Latin to perform corrections in the documents.
There's also another, very good reason to not learn the obfuscated language yourself. Between the Minecraft versions, the obfuscation changes, so you'll have to learn what everything does all over again. If the new pile of documents is in Afrikaans, I doubt you'd want to learn that new language when you know you're going to get your hands on a translator to do the job for you in not too long time.
If you wonder where Forge comes in play, I'm coming to that now. Forge is a so-called API. API stands for Application Programming Interface, and as you may guess from its name, it's used to make programming easier by providing a set of functions to take use of. One such function would be adding a block, or a dimension, or a mob to the game. It allows the mod to add things in a very easy way and with much less messy code than it would have to if it was to add blocks without Forge. It also allows putting all the code for adding things into a single class file, meaning it is easier for the developer to keep track of what he's doing. In vanilla Minecraft, not only would he need to use multiple files, he also needs to keep track of which class files he's modifying.
Another very neat function of Forge is that it lets you use many (up to hundreds) of mods at the same time without either one conflicting with each other. If you had several block adding vanilla mods, they all probably would need to edit the block registry file. As the code of multiple mods can't easily be merged together, only one mod would work and most likely the game would also crash. Finally, there's another reason to use Forge above vanilla mods. There used to be plenty of vanilla mods up until Minecraft 1.6. From there on, the game required a whole new launcher to play properly, and this launcher introduced a new way of keeping track of the Minecraft versions. Installing mods was no longer as straight forward as putting the class files in a jar file and deleting a folder. Now, you had to make copies of the Minecraft version you needed, actually change something in a code file and add a new profile to the launcher. Forge mods still just have to be dropped into the mods folder in .minecraft.
How do I solve ID conflicts in Forge 1.6.4 (or earlier) mods?
Originally posted by MCforfreeuser here and modified to fix some mistakes.
After installing a new mod, you might have some ID conflict. Your added block might do something different or crash when you interact with it. It may also crash directly at the Mojang screen. You might even see a mob doing something another mob should've done (this is rare, and when it happens you rarely can fix it). All these types of behavior are caused by ID conflicts.
Everything in the world of Minecraft has an ID. Blocks have, items have, entities have too. At the Mojang screen, Forge creates a list of those IDs from the game and the mods. If two things have the same ID, Forge will crash because it doesn't know what to do. If it is an item ID conflict, Forge simply overwrites the block. If it is a block ID conflict, it crashes at the Mojang screen. If it is an entity ID conflict, Forge overwrites the mob.
You can scan for ID conflict by opening the log file which name is 'ForgeModLoader-client-0.log', located in the .minecraft folder. You can open it using Notepad, or another text editor. Then, use the find function by pressing Ctrl+F. Fill the 'Find' box with 'conflict'. Do the search. You may find some. It will look like this:
2014-01-19 18:12:58 [INFO] [STDOUT] CONFLICT @ 1269 item slot already occupied by [email protected] while adding org[email protected]44bfe9 2014-01-19 18:12:58 [INFO] [fml.ItemTracker] The mod millenaire is overwriting existing item at 1525 (org.millenaire.common.block.BlockDecorativeSlab from millenaire) with org.millenaire.common.block.BlockDecorativeSlab$ItemDecorativeSlab
You can see that Forge overwrites the blocks. If they were items, you would find a crash report after the above lines.
To fix it, go to 'config' folder and find the questioned mod's config file. Look for the numbers above (in this case, 1269). Change it to something else. However, the ID lists have limits - if you put an ID outside the limit, the game crashes. Block ID limit is 128-4095, item ID limit is 128-65535. Also, ensure you don't choose any ID listed on this Minecraft Wiki page, as those are reserved by the game itself (things like gold ore, enchanting table, dirt, etc.). After you change the number, save and exit the config. Run the game again. If it still conflicts, repeat the process.
Mods should start using IDs from 256 and higher, to prevent problems with Minecraft itself. Mods for Minecraft 1.7 and above do not typically suffer from ID conflict issues.
What are IDs, and what are they used for?
In Minecraft terms, IDs are unique numbers or letters used by the game to identify blocks, items, mobs, dimensions and other things. Think of them as barcodes on cardboard boxes: All the boxes look the same, but whatever is inside them varies. So how would you know what's inside? You could place barcodes on the boxes. Scan the barcode, and you'll know what's inside the box. That's pretty much exactly what Minecraft does. The game finds what seems to be some kind of block, and then it scans its ID and figures out that "hey, that's a grass block".
IDs in Minecraft consist of numbers and letters. From Minecraft was released in 2009, the game used numbers to keep track of what things were. Everything from 0-255 was a block, everything from 256-65535 was an item. Dimensions had their own system, 0 representing the overworld, -1 the Nether, and 1 the End. Monsters and animals shared their own system too. This system was used until the release of Minecraft 1.7. From that version and on, blocks and items weren't referred to by numbers, but by actual names. Gold ore, for instance, used to have the ID '14', but this was changed to 'minecraft:gold_ore'. Air, which counts as a block, used to have the ID '0', but this was changed to 'minecraft:air'. Not only did this make it easier for people to remember the IDs of things, it also made it possible to install mods without having the notorious ID conflicts.
The mod I installed crashes my game! What should I do?
What to do in this case depends on what kind of mod that's crashing. If we're speaking of a Forge mod, then first of all ensure there are no ID conflicts. You can identify ID conflicts and fix them by looking in the solving ID conflicts section. If it's a vanilla mod (one you install straight into the Minecraft jar, ensure you've deleted the META-INF folder in the jar file and that you carefully followed the instructions in the installing vanilla mods section. If you're confident that you've done it right, then check the following:
- The version of the mod you're installing must correspond to the Minecraft version you're playing.
- You must have installed all dependencies (like Forge, and various other mods) required for the mod to work.
If you're sure about this too, you should report the crash to the mod developer. For more information on how to submit a useful crash report, please see the next section. Remember that there is no way a mod developer can fix a bug if there is no one around to tell him that said bug even exists at all.
How do I report a crash in a useful way?
If your game crashes, you'll be returned to the Minecraft launcher. There should be a crash report visible in it. One important thing to remember is to include this in your post. Posting this in plain text on your post will take up a lot of space, so it is highly recommended that you wrap it in spoiler tags. How, you ask? Well, in your forum post, follow this template:YOUR CRASH REPORT HERE
This will display a small rectangular bar with a Show button above, so people can check out your crash without it covering the entire page automatically.
If there, for some reason, are no crash reports, go to the Developer Console tab of the launcher and paste that in instead.
Another thing you should (must) post is what triggered the crash. What were you doing prior to the crash? Did you craft a block using red sand and compressed iron ore on a green crafting table, and after that, you placed it on the ground and broke it with an obsidian pickaxe? If so, then say so. There are often several ways for a specific thing to happen, but there may well be only one specific scenario where a crash occurs. The developer will figure out if it only happens with the procedure you gave him, or if it's a generic crash that happens with, say, any kind of pickaxe.
When the developer responds: If he is asking of you more information, then give him that information. Don't just tell him that "no it just doesn't work pls fix!!!!" because that won't help him at all. I don't have time to explain everything a developer needs to fix a bug, but if you're interested, I'd highly suggest giving this page a read-through: http://www.chiark.gr...atham/bugs.html
How do I downgrade Minecraft?
In the Minecraft Launcher, look in the bottom left for the profile selector. Press New Profile. Name the profile to something understandable (like, "1.6.4"). Then, select the preferred Minecraft version from the Minecraft Version dropdown. Save the profile. Whenever you want to play this version, simply select the version from the profile selector and hit Play.
Warning: Do not play worlds you created in a newer version of Minecraft when you play an old version. Doing this will cause serious problems and may result in unfixable damage to your entire map. This will cause you to permanently lose all your work. Playing newer Minecraft version maps in older versions of Minecraft may also cause the game to crash. If you frequently play different versions of Minecraft, consider setting up different profiles in the launcher that use different game directories, so that the worlds from one version cannot be accidentally loaded into another version of the game.
31Jigarbov posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.Posted in: Maps
The Infinity Dungeon is a randomly generated dungeon crawler made for single or multiplayer. Every spawner, every room and a lot of chests are randomly selected and placed into the world for you to explore and conquer. There is a sort of overarching story and a secret ending! But don't tell anyone about that...
Download The Map!
CLICK HERE TO DOWNLOAD
If playing on SMP ensure enable-command-block is set to true in the server.properties file!
If for some reason you didn’t spawn in the correct beginning, the coordinates are: 1671 108 1320 Thanks for playing!
Get it while it’s confusing!
last update included barrier blocks to help prevent you getting blasted out of the map and 2 full new sets of custom equipment and some other random goodies. Nerfed frequency of soggy shovels.
Creation was assisted by rsmalec, Whitherunn and built using custom filters by @Texelelf.
This is a Jigarbov Production.
354Exalm posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPCAll "How to install?????????????????????" questions will be ignored. Read the OP.Posted in: Minecraft Mods
Release policy has changed! The numbered versions have been eliminated in favor of "special" daily versions. They will usually match the unstable dailies, but if I add a potentially bugged feature, stable version will not update until that feature is known to work.
SSPThis mod restores singleplayer mode in Minecraft 1.3.2 and newer versions, allowing to play fast and smooth game again. It still supports all the new features, including commands and even LAN multiplayer. It also provides a button to play default mode with local server, for the mod compatibility. Also fixes particle rendering bug.
1. Create a local version for the launcher.
1.1. Go to game directory (.minecraft by default), then to versions dir.
1.2. Copy a version you want to clone.
1.3. Rename jar and json files to the same name as the directory itself.
1.4. Change "id" line in the json accordingly.
2. Remove META-INF in the jar you have renamed in step 1.3.
3. Unpack ssp.zip to that jar.
If you are on Mac, replace 2 classes in the net folder one by one instead of copying the entire folder, as the Mac overrides folders completely, removing whatever was in them.
Download the latest daily build
Previous daily version
This mod can cause many incompatibilities with other mods!
OldDays/NBXliteThis mod is merged OldSurvival, NBXlite and most other mods here. It has nice GUI for configuration and many new features.
Important feature of this mod is modularity. It's divided into modules and core. All modules require core.
Currently there are 9 modules:
Actions, Bugs, Gameplay, Mobs, Crafting, Eyecandy, Sounds, Textures, NBXlite.
NBXlite is very different from other modules:
The Nostalgia Project/No Biomes X (by InsanityBringer) exists since 1.7.3. In 1.8 it received many new features, increasing mod size and changing almost everything, and became even more bloated in 1.0. So I took the mod and removed GUIAPI dependency and options that don't required for old generation. Then I added some new things, like support of new generator from 1.0, SMP, fixed some bugs etc.
Differences from NoBiomesX:
- Removed most features that old generation doesn't require
- No need to change texture pack to switch between generators
- Terrain generation from Beta 1.8, 1.0, 1.1, 1.2, 1.3, 1.3.2, 1.4, 1.5, 1.6, 6 different versions of Infdev, Indev and Classic
- Working the End instead of Sky Dimension
- Sky Dimension as Overworld if selected
- Server version
- Buttons for choosing map type in "More options"
- No GUIAPI and AudioMod dependency.
- Mob spawning algorithm from beta 1.7.3 for old worlds.
- Villages are enabled for old worlds.
- Weather is enabled.
- Beta 1.0, 1.2 and 1.5 features for Beta generator
- Jungle option for 1.7.3 generator
- Fully working breeding for old worlds
- Alpha world converter that was removed in Minecraft 1.2
- Indev map (mclevel) importer
- Uses OldDays Core
- Many other things
Alpha 1.2.0-Beta 1.7.3
MrNewGuy (MrNewGuyGaming on youtube) made a nice "Let's play" called AlphaCraft using NBXlite and OldSurvival!Copyright: You can redistribute and modify this as you want, just credit InsanityBringer and me.
New seeds for old generators!
If you found a great pre-1.7 seed, feel free to post it here, so I can add it in the list.
Note that I will not add to list seeds with nothing interesting or Beta 1.8–1.5 seeds.
Settings are saved with world, but if world was not loaded with this mod, game will ask you which generator do you want to use.
Warning: You can only do this once! If world was loaded with mod, it will not change its settings anymore, unless you use external NBT editor.
To use 1.2.5-like standalone NBXlite, install SSP, Core and NBXlite, then disable SSP in the H menu.
1. Install SSP mod using instruction in the corresponding section.
2a. If you want to install everything:
2.1a Unpack olddays-allin1.zip to the jar created in step 1.
2b. Or if you want to install one/few particular module(s):
2.1b Unpack core.zip and some module zips to the jar created in step 1.
All in one
All in one
Video:Review by BrettPhilCopyright: You can redistribute and modify this as you want as long as you credit me.
Press H in game!
- Punch TNT: Allows punching TNT with hand to explode it
- Extinguish TNT: Allows punching primed TNT to extinguish it, like in SurvivalTest
- Smelt items on fire: Items will bounce off lava and smelt, but not burn, like in 0.31
- Alpha: Makes fire faster, allows logs to burn infinitely
- Beta 1.5: Makes fire faster
- Beta 1.6: Same damage on all difficulties
- 1.4: Default
- Punch sheep: Allows punching sheep with hand to get wool
- Indev: Makes diamond tools weaker
- Alpha: Makes tool weaker
- Beta: Default
- Mushroom spreading: Enables/disables mushroom spreading
- Solid TNT: Allows placing pressure plates on TNT
- Big fences: Changes fence collision and selection box to cube
- Less Nether lava flow
- Enable fog key: F by default, can be changed in controls menu
- Log rotation
- Old crops: Makes them break when player walks over them
- Time control: Allows scrolling time with F6 and F7, like in 1.8pre1
- Old stairs: Direction is based on surrounding blocks
- Old boat breaking: Makes boats always drop planks and sticks
- Old block hardness: Reduces mining time of redstone ore, obsidian etc
- Apples from leaves
- Old bone meal
- Snow falls on glass
- Egg throwing
- Boosters: Allows accelerating minecarts by colliding them
- Water lifts: Makes boats float in waterfalls
- Toasters: Allows lava to hurt entities through wall corners
- Water ladders: Allows player to use water and signs as fast ladder
- Ladder gaps: Allows player to climb ladders with 1-block gaps in them
- Piston dupe: Allows player to duplicate blocks with two pistons
- Crafting grid bug: Allows player to carry items in crafting grid
- Inventory walking: Allows player to walk while inventory is opened
- Experience: Enables/disables orbs and bar
- Hunger: Enables/disables regeneration/starving, bar, makes food heal
- Instant food: Makes food heal/fill hunger instantly
- Food stacking: Makes food non-stackable
- Old loot: Zombies drop feathers, pigzombies drop cooked porkchop, no chicken/beef/spider eyes
- Rare loot: Enables/disables ingot/armor/weapon loot from zombies, skeletons and pigzombies
- Machine bow: Removes bow charging
- Bow durability
- Combat system:
- Beta 1.3: No critical hits
- Beta 1.7.3: No critical hits, more damage
- Beta 1.8.1: Fixed critical hit damage
- 1.0: Default
- Beta 1.7.3: Based on durability, blocks all damage sources
- Beta 1.8.1: Based on durability
- 1.0: Reduces damage twice
- 1.1: Default
- Allow debug screen: Enables/disables F3 and Shift+F3
- Allow sprint: Enables/disables sprint, may work glitchy with hunger enabled
- Jump delay: Enables/disables jump delay added in the middle of beta
- Start items:
- Survival Test: 10 TNT
- 0.31: Flint and Steel
- 02.27 Infdev: 999 glass and 999 planks
- OFF: Default
- Sign stacking
- Bucket stacking
- OFF: No score, &e0 on game over screen
- Survival Test: Displayed in the corner of the screen, given for kills
- 1.0: Default
- Old explosions: Makes explosions always deal the same damage
- Disable sneaking
- Old reach distance
- Mob AI:
- Indev: Advanced pathfinding
- Alpha: Old AI, jumping mobs
- Beta: Old AI
- 1.2: Different visibility range
- 1.4: Can walk over rails
- 1.5: Default
- Animal panic: Enables/disables animal panic after being damaged
- Sheep eat grass: Enables/disables sheep grazing and wool regenerating
- Spiders climb walls: Enables/disables spiders ability to climb walls
- Survival Test mobs: Much more dangerous mobs
- Old skeleton fire: Makes skeletons shoot faster, but weaker
- Old mob health: Makes spiders have 20 health, sheep — 10 and endermen — 20, instead of 16, 8 and 40
- Allowed mobs:
- Classic: No mobs
- 0.31 (Ranas): Ranas
- 0.31 (Steves): Steves
- Indev: Creepers, spiders, zombies, skeletons, pigs, white sheep
- Alpha 1.0.8: Cows
- Alpha 1.0.11: Slimes
- Alpha 1.0.14: Chickens
- Alpha 1.2.0: Same as 1.0.14 due to a bug
- Beta 1.2: Squids, grey and black sheep
- Beta 1.7.3: Wolves, brown and pink sheep
- Beta 1.8.1: Endermen
- 1.1: Mooshrooms
- 1.2: Ocelots
- 1.4: Bats, armed zombies
- Slime spawning:
- 1.5: Default
- 1.4: No moon phase dependence
- 1.3: No slimes in swamps
- 1.0: Less slimes on Superflat
- Beta: Max. height — 16 blocks
- Alpha 1.0.11: 10 times more slimes, no chunk restriction, max.height — 32 blocks
- Unnerfed endermen: Allows them to carry almost all blocks
- Squids need water
- Old walking: Crazy arm flailing, no block breaking animation
- Bobbing: Like in Classic and SurvivalTest
- Old endermen: Scary endermen with black smoke and green eyes
- Endermen open mouth: Not an old feature, but made by request
- Item sway: Enables/disables item swaying when turn quickly
- 2D items: Like in 0.31. May look glitchy in third person view
- Old chests: Bigger size, no opening animation
- Show mob IDs in F3: Enables/disables seeing mob IDs through walls
- Mob armor: Makes zombies and skeletons wear decorative armor, like in SurvivalTest
- Main menu:
- Alpha: No panorama, animated logo
- 1.7.3: No panorama
- 1.8.1: Texture pack button
- 1.5: Default
- Old digging particles: Makes them use block side texture, not bottom
- Old redstone wire: Makes single redstone wire look like cross instead of dot
- Item tooltips:
- Beta: No blue border, tooltips are smaller and more transparent
- 1.0: Default
- Old fences: Makes fences not connect with solid blocks
- Arrows stick to mobs: Beta 1.8 feature, removed in 1.9 pre-release
- Version: Allows version string changing
- Inventory blocks:
- Alpha: Stairs are glitched, blocks have darker shadow
- Beta 1.8: Blocks look to the left, have no shadows
- 1.0: Blocks look to the left
- 1.3: Default
- Liquid drops
- Survival Test: Rotated hand
- Indev: Glitched in inventory and after third person mode
- Beta: Default
- Tool breaking animation
- Old labels: They are smaller when player or mob is far away
- Smooth loading bar: Makes loading bar in SSP mode smoother
- Old Creative inventory: No categories, more space to items
- Old arm swinging: Slower, allows to continuously punch air
- Bobbing in 3rd person
- Water particles
- Old dropped items
- Old GUI backround — more transparent, blue
- Old explosion sound
- Old XP orb sound: Same as for items
- Old hurt sound: Ooh!
- Falling sound: Enables/disables bone-breaking falling sound
- Old door sounds
- Chest sound
- 1.0: Default
- 1.8.1: Old door sounds
- Old bow sound
- Old arrow hit sound: Drr!
- Eating sound
- Drinking sound
- Tool breaking sound
- Lava sound
- Enderman sounds:
- 1.0: Default
- 1.8.1: Zombie sounds
- Use calm4.ogg music
- Old creeper sound
- Old walking sounds
- Old mob walking sounds
- Old cow sounds
- Old large slime sounds
- Old skeleton sounds
- Level-up sounds
- Old Flint and Steel sound
- Shearing sound
- Old water splash sound
- Swimming sound
- Minecart sound
- Old planks: Every log gives oak planks
- Leather armor:
- Cloth: Use cloth/wool as material
- Leather: Use leather as material
- Both: Allow both recipes
- 1.3: Default
- 1.2.1: Unflammable oak slabs from every plank
- Beta: Same as 1.2.1, but gives 3 slabs instead of 6
- Alpha: 3 cobblestone → 3 stone slabs, others are disabled, pressure plates take 3 stone/planks
- Ladders from crafting: 1/2/3
- Old cloth: Needs 9 strings instead of 4
- Old glowstone: Needs 9 dust instead of 4
- Golden apple: Needs gold blocks instead of nuggets
- 1.3: Default
- 1.1: No improved golden apple
- Beta: Needs gold blocks instead of nuggets
- Old mushroom stew: Shaped recipe
- Old ore blocks: Needs 4 ingots/diamonds instead of 9
- Old books: Shaped, don't require leather
- Old sign: Gives 1 sign instead of 3
- Old maps: Gives normal map instead of empty one
- Old arrows
- Old bread
- Old buttons
- 0.0.13a_03: Almost same as Alpha, more flat
- Alpha: More contrast and sharp texture
- Beta 1.7: Default
- Old mossy stone: More contrast texture
- Old stone: Some tiny changes
- Classic: Red bricks
- Alpha: White lines
- Beta 1.8: Default
- Old sand: Some tiny changes
- Beta: Sharper texture
- 1.0: More noisy texture
- 1.3: Default
- Old dirt: Some tiny changes
- Old grass: Some tiny changes (NBXlite biomeless world will always have old grass)
- 0.0.13a_03: Looks like grey bricks
- Beta: Some tiny changes
- 1.0: Default
- Classic: Brighter, has less details
- Beta: Brighter, has less details
- 1.2: Default
- Classic: Much brighter
- Beta: Brighter, more saturated
- 1.2: Default
- Old glowstone: Some tiny changes
- Ore blocks:
- Classic: Uses 3 different textures
- Beta: No lines on iron, some tiny changes
- 1.0: Default
- Old mob spawner: Blue instead of black
- Stone furnace top
- Old dispenser: Different face
- Old cobweb: Pure white, has less details
- Old porkchop: Cooked porkchop looks like steak
- Old axes: Two sided axes
- Old coal: Has less details
- Old flint: Similar to coal
- Old flint and steel: Flint in it looks similar to coal
- Old feather: More straight
- Pig snouts
- Old slimes: Opaque, have black eyes
- Steve with beard
- Old explosion: No shockwaves
- Moon phases
- Armor slot shapes
- Old cocoa beans: Look like a dye instead of seeds
- Old netherrack
- Old leather armor
- Old food items
- Procedural textures — enables old dynamic water, lava, fire, portal, clock and compass
- Old Mojang screen
- Old charcoal
- Old lapis lazuli block
- Theme: no biomes only
- Features (For Infdev/Alpha generators)
- Features (For Beta generator)
- Features (For 1.8+ generator)
- Flags: Many map-specific options
- Ground bound height: finite maps only
- Ground bound type: finite maps only
- Liquid bound height: finite maps only
- Liquid bound type: finite maps only
- Sky color: Set to 0 for theme settings
- Fog color: Set to 0 for theme settings
- Cloud color: Set to 0 for theme settings
- Skylight amount: Set to -1 for theme settings, to 16 for eternal day
- Cloud height: Set to -1 for generator settings
- Leaves decay
- Old mob spawning
- Old hoes: Seeds from grass
- Textured clouds
- Opaque flat clouds
- Beta 1.8: Default
- ClassicLight: InsanityBringer's tweaks to make it look like 1.7.3 lighting
- Beta 1.7.3: Chunk updates, no brightness settings, less light glitches
- Bedrock fog
- Sunrise at North
- Sunrise effect
- Old stars
- Old Nether fog
- Old saplings
- GUI in More Options
- Default generator
- Default features (Infdev/Alpha)
- Default features (Beta)
- Default features (Release)
InsanityBringer for original NBX!
jimeowan for translation class!
Xizz3l, 15382, ficion and danix111 for translations!
Many other people for testing!
Press G (configurable) key in creative mode to spawn human, like in very early versions of minecraft.
They just run aimlessly. And they will die if they touch cactus or fall too high, or if you punch them.
Screenshot:Copyright: You can redistribute and modify this as you want, just credit me.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack spawn-human.zip to the jar created in step 1.
AllowInSurvival=false CustomTexture=true DeathEffect=true Health=0 SpawnEffect=true
When Minecraft 1.3.2 was released, simo_415's SinglePlayerCommands were rewritten from scratch to work with the internal server. Unfortunately, that also means that most of its commands were removed and are still not available.
SSPC is SPC 3.2.2 (1.2.5 version), updated to work with Minecraft 1.5.2 and SSP. It has all former SPC commands and few additions as well.
- Updated to 1.5.2.
- All SPC 3.2.2 commands, including the ones absent in the SPC 4.*, like /spawnstack.
- Commands are displayed in the vanilla /help.
- Plugin commands are also displayed there.
- /phelp and /superpunch actually work.
- /path supports block names, and not onlt IDs.
- /useportal now can work without arguments.
- //regen works.
- Commands conflicting with the default ones were renamed. For example, /clear became /clearchat.
1. Install SSP mod using instruction in the corresponding section.
2. Unpack every file from spc.zip, except WorldEdit.jar to the jar created in step 1.
3. Put WorldEdit.jar to the game directory (.minecraft by default).
Download latest version
Download previous version
Source code of the latest version
Source code of the previous version
This mod is licensed under GNU LGPLv3.
TL;DR: You can do whatever you want as long as the mod remains under this license; source code of any modification/derivative should be available.
Source code of the latest versions
Source code of the previous versions
Latest code on github
Daily builds:These builds have the latest features, and are the most unstable ones. They are generated automatically, so they may contain unfinished features.
They may work well, they may crash, they may give black screen, corrupt worlds, whatever. They may have all sorts of debug messages or "Useless test button: ON/OFF" options. Use them at your own risk and don't forget to backup your worlds! Also check the latest posts, they may have some information about upcoming bugs.
Changelog for all daily builds since the last "normal" development version
Before you ask any questions, read this FAQ:General
Q: I got crash/blackscreen/saving chunks/etc!NBXlite
A: Post the crash log.
Q: I did not get crash log! How do I get it?
A: Download MCPatcher and launch Minecraft from it. Then copy the log from MCPatcher.
Q: I use MagicLauncher and it crashes for me!
A: MagicLauncher fails to load the mod. Don't use it.
Q: Is it compatible with Forge?
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP and OldDays.
Q: Can you add X?
A: First make sure that X is not in the ToDo list or the development versions. If it's not, I might add it to the ToDo list and implement eventually.
Q: I found a bug!
A: It is helpful if you post the log and a screenshot; however, this may not be possible, depending on the nature of the bug. Make sure that it's not feature.
Q: I don't want OldDays, I just want old generation!
A: The only module you need is the NBXlite module. The merge did not remove any features, it just added a configuration GUI.
Q: Why do I have gears in my creative inventory?
A: They are there to fix Indev map import.
Q: Why are there themes for Classic and other generators? There were no themes!
A: Themes for the Alpha generator is feature from NoBiomesX; I didn't remove them. The themes for the other generators are there just for consistency.
Q: I don't need the world creation GUI, how do I disable it?
A: There is an option in the OldDays GUI, called with the H key.
Q: I have a .mclevel map, how do I play it?
A: Place it in your saves folder. After first loading it will be converted to the standard Anvil format. However, the seed will be 0, so don't try to re-create it.
Q: Why don't leaves decay?
A: Since all the trees are quite large, decaying would cause considerable lag.
Q: Why do Alpha worlds have snow?
A: Snow is an Alpha feature. When it happens is random and it does not depend on the world seed.
Q: I tried the -7711547331594155648 Beta 1.8 seed, but there isn't a stronghold there! WTF?
A: It's a bug, and I know about it. Actually the stronghold is there, but is buried. Dig 2 blocks down to get it. OldDays
General & CoreSSP
Q: How do I use OldDays with Optifine?
A: Optifine is incompatible. For Minecraft 1.3.2 or newer versions install it in the following order: SSP-Optifine-OldDays.
Q: Why are some options disabled?
A: Some mods conflict with these options by editing the same classes.
Q: Why is everything disabled in SMP?
A: If it were enabled, you could cheat with instant food, ladder gaps, etc.
Q: Why is everything disabled in singleplayer?
A: Read the installation instructions.
Q: Why does smelting on fire give me more items than I originally had?
A: It's an intended feature.
Q: Why can't I use them with texture pack?
A: Default textures look awful with almost any pack. To force enable them, copy the olddays folder in the textures module to your texture pack's zip file.
Q: How to disable those tooltips when you switch the items in the hotbar?
A: Open .minecraft/options.txt file and change heldItemTooltips value from true to false. If it's absent, add it manually.
Q: What is it?
A: True singleplayer mode for 1.3.2 and higher, not a shell of SMP.
Q: But I have singleplayer, why do I need this mod?
A: Singleplayer now works like it's local SMP, and is much buggier than this; this mod reverts singleplayer back to how it was - pure singleplayer.
Q: How can I disable it?
A: There is button to temporarily use SMP mode. Disabling is pointless, since this mod does only one thing. OldDays allows you to disable it, however.
Q: Why is it required for OldDays, even when I disable it?
A: SSP contains the loader for the core/modules. ModLoader should work, but it might have various bugs in singleplayer, while SSP will work fine.
Q: How do I use it with Optifine?
A: Install SSP, then Optifine, then copy bfy.class and ng.class from SSP again, replacing Optifine classes.
Q: How do I use it with ModLoader?
A: Install ModLoader before SSP.
Q: Why is it so incompatible?
A: SSP changes a large number of classes, thus creating more conflicts with other mods. Additionally, it changes the way entire game works, while most mods are designed to work with internal server.
Signature banners!By Regicidal!
Sorry for my bad english:/
32Cephrus posted a message on [1.8] [WIP] Elite Armageddon - Now open source!Posted in: WIP Mods
The mod has been released. You can find the thread by clicking here.
I NEED BETA TESTERS!
If you can play Minecraft, can run a small server, know how to setup mods and properly submit error reports, PM me.
If survival is too easy, you can (attempt to) survive an apocalypse!
NOTE: Some of these will require great minecraft skill. I'm not responsible if you can't get iron before your world gets demolished completely.Your choices are:
EasyThe sun is growing ridiculously large and the world is being affected by it!You have four days to gather materials. On the fourth day, hell is brought to the surface, and the sun will burn anything in it's path, including you.The moon is moving closer to the earth, causing catastrophic events. First, the water level rises by almost 50 blocks. Then it all freezes over, including you.
MediocreA nuclear war destroys your world, leaving radioactive fallout. You need to build your fallout bunker in 2 days or less in order to survive.
HardYour world will be hit by an asteroid in 3 days. You need to build an underground shelter to survive the blast.
These apocalypses require you to assemble a shuttle/ark/rocket and leave the world. But don't fret! There is another planet for the human to inhabit, just not too close by.The bedrock layer is deteriorating, and when it collapses the world will be sucked into the void! Nobody knows exactly when it will collapse, but it could be within 4-10 MC Days. Assemble a shuttle and leave!Scientist testificates say in 10 minecraft days a neutron star will collide with the world! Build a rocket, and leave before it destroys all.
331CoolSquid posted a message on List of sites stealing Minecraft content. StopModReposts!Posted in: Mods Discussion
#StopModReposts on Twitter! Want the last info? Follow @StopModReposts! We also have a website!
The list may be found at GitHub.
If you are a mod author trying to get your mods removed from those sites, look at this. If your videos are being reposted at YouTube, look at this.
StopModReposts is a movement against illegal redistribution of
Minecraft content, mainly focused on mods. The movement consists of a website, a Twitter campaign, a list of illegal mod mirrors, and several browser plugins. We also have an IRC channel and a Twitter profile.
To report a site that might be illegally redistributing mods, please open an issue in our issue tracker.
We do currently target reposts of the following content types: mods,
resource packs, maps, and modpacks. In addition, we target websites
providing malicious Minecraft content.
Why is mod theft a problem?
The feeling of finding your work on those websites. Just the feeling of finding your mods on those websites is extremely discouraging for many people. Lets say that you wrote a book. The day after, you see the book in a shop, with a big "9books" logo on the front page. You haven't even been notified. How would you feel? You then read the books ToS, and see that "9books" is claiming to own your book! This is extremely discouraging.
Outdated versions. When users find a bug, they then go to the mod author to report it. The problem is, that the bug was fixed 2 months ago! This is very annoying for both the author and the user.
Wrong Minecraft versions. Those websites are marking the mods as working with wrong Minecraft version. They do this to get more downloads. The user will then go to the mod author and complain.
Possible malware. Mods from those sites are untrustable, and may contain malware.
Making money of other peoples work. Those sites are placing other peoples mods behind AdFly links, and other ads, and are directly earning money on other peoples work!
Stealing money. When many people download from those sites instead of the official sites, the author loses revenue. Modders don't earn much from their mods, but small amounts of money can be a big motivation.
Stealing downloads. Maybe one of the most encouraging things about making mods, is seeing your mods getting lots of downloads. When many users download from those sites instead of the official sites, the author loses many of downloads from his/her server. This is extremely discouraging for the modder.
PSA: If you come across a site that you believe to be illegally re/distributing minecraft mods, you can PM me, and I'll check it out as soon as possible.
If you want to block those sites automatically, take a look at this Firefox addon, this Chrome addon or this Opera addon!
Equip this signature banner, and help spread the word!
9Cuchaz posted a message on The Modders Guild: Making it easier to play modsThe #StopModReposts movement has called attention to unscrupulous websites that distribute Minecraft mods in ways that both Players and Modders don't like:Posted in: Mods Discussion
- Players don't like it when repost sites bundle crapware or viruses with the mods.
- Modders don't like it when repost sites steal traffic, or give out wrong information about mods.
The first goal of the Modders Guild is to decide what properties of a mod distribution system make it "good" and "bad." Then we want to imagine a mod distribution system that has as many of the good properties as possible, and as few of the bad properties as possible.
Once we know what the ideal mod distribution system should be, we can look at the current options and see which ones best fit our ideals. We could choose to adopt one of those existing systems, or decide to create something entirely new.
Once we've decided that a particular mod distribution system is the way to go, the Modders Guild should work towards getting modders and players to actually use it.
This thread (and the OP in particular) will serve as the repository for ideas that come out of this discussion. We also have a chat room on esper.net: #ModdersGuild
In a perfect world, here is what we'd want our mod distribution system to do. If you have more suggestions, please post in this thread and I can update the list. We may also want to expand on some of these ideas, particularly about mod packs. Let's say we're describing our ideal mod distribution system, called "The System."
What players want:The System should make it easy to download and play mods
* should be able to download mods from multiple sources, eg:
** individual modders
* version checking for installed mods
* launch Minecraft with some arbitrary subset of installed mods
** possibly based on Minecraft version
** or player-defined tags
* should also let players download mods from a website outside of any launcher or The System
* the system should make sure that installing/finding mods and launching Minecraft are independent of each other
** ie, not required to use any one launcher
The System should make it easy to share arbitrary sets of mods (ie a mod pack)
The System should show accurate and up-to-date information about mods
* including most recent version
* and supported Minecraft version(s)
The System should make it easy to communicate with modders about their mods
The System should group mods into categories
* to separate eg Mods from Modding APIs
The System should have an easy way to search all mods
* search by tags, Minecraft version, api, author
* tags for mods should accurately describe the mod
The System should show mod dependencies
The System should keep mods available for download until authors explicitly remove them
What modders want:The System should make it easy to upload and publish mods
* Choose standard installation instructions for eg:
** Jar mods, Forge mods, LiteLoader mods
* Mark mod version as unsupported/obsolete
* Choose license to be shown to players
* Choose required mod loaders and mod loader versions
The System should make it easy to communicate with players about the mods
* Let players submit bug reports
** Indicate mod version in report
** Don't allow reports for obsolete/unsupported versions
The System should have moderators to remove harrassing players
The System should show daily statistics about mod usage
* show downloads per version per day, etc
* show traffic sources (eg referrals)
Files distributed by The System should be tamper-evident
* eg signatures and hashes
What players don't want:The System should not have crapware/adware/malware/viruses/etc
Mods listed for the wrong version of Minecraft
What modders don't want:Other people re-distributing/re-hosting mods
* Hopefully, if The System is good enough, re-hosting will be pointless because everyone will know to use The System instead.
EDIT: HOLY CRAP this editor is atrocious!!
2LokiChaos posted a message on The Modders Guild: Making it easier to play modsMy desired feature list is more technical or implementation specific (though ideally I would want to see multiple implementations to standard mod-distribution system).Posted in: Mods Discussion
- Launcher Agnostic - it should openly and freely support any launcher. Implementation of support would be the responsibility of the launcher itself to integrate, but the system would make all reasonable attempts to not rely on any specific launcher's functionality and its license would explicitly permit any launcher to integrate it (maybe LGPL or a BSD-like license on the implementation code/libs, the standard itself having no restrictions on use so anyone can write an implementation under whatever license they want). Users should not be tied to any specific launcher, and anything that can be done to make it easier to play any mod or pack on any other launcher is a good thing.
- Stand-alone client/tool - Related to above, there should be a tool that is completely independent of all launchers that can list, search, and install mods to a specified path. It should be multi-platform and designed to be scripting/automation friendly (ie: a CLI tool). This tool could even be used directly by launchers to support the standard. This would especially shine when setting up a server.
- Multiple/custom repository support - the standard should include provisions for (and correct implementations should support) both local and remote mod listings as well as multiple listings. This would allow anyone to easily manage mods without having to seek out inclusion from any central authority. As far as trust concerns, it would be the responsibility of the user to decide if they trust such additional listings when they add them. I envision something like Gentoo's portage overlays, or apt's sources.list. For mod authors this adds the option for "private" repos if they want to have limited testing groups. An author could also host their own listing if they want that additional control. Actual mods could be hosted anywhere, and are not linked to the repository listings' hosting.
- File verification support - sha256 sums should be stored in a listing and any installed files should be checked against it. It also could be nice to have a "verify" feature to force a re-check against the listed checksum if you think a mod has been corrupted or compromised after installation.
- Version support - You should be able to list mods that have updates, allowing one to filter between stable/release, unstable/beta, or testing/alpha, repository-tip releases, and specify on a global and per-package preference for which release types you prefer. You should also have the ability to pin a mod at a given version, and it will not upgrade/downgrade that mod from that version (but it would denote that the mod version is pinned and it would otherwise take some action). Modpacks similarly could pin versions of included mods (but the user can override).
- Automatic dependency resolution and support - flagging a mod for installation should automatically add dependences, unless you specifically force an install without them (eg: install modfoo --no-deps). Removing a package should also flag and present the user with the option to remove any no longer needed dependencies. The user should have the option to elect which action to take.
- Config files should be supported, both with a mod and independently as part of a "modpack" Any changes should be staged and the user should have the option to keep existing config files, update to the new one, or see a diff of the old and new and given control over how to handle merging. See almost any Linux package manager for examples, http://wiki.gentoo.org/wiki/Dispatch-conf is an excellent example. Some sort of a code versioning system would be nice, but not required.
- Quick-packs - support for some system to easily turn a instance of installed mods & configs into a modpack listing should be supported, it should be a single file that can be shared with others either via http/ftp hosting or local mirroring so it is easy to share private packs with others. Eg: I build my modpack, generate the listing, upload it to my server (along with a archive of the config changes) and give the URI to my friends, they add that to their repo list and they can now install my pack.
- Support for local-caching - You shouldn't need to redownload the same jars every time you install a given version of a given mod: downloaded mods could be cached in a central folder and it would be checked first, verified via checksum and copied to install. If it is not cached, it would fallback to downloading from whatever the specified source is. It also means if you want to install multiple instances of the same pack, far less bandwidth is wasted. I often tend to have at least two copies of any modpack I play, a "default" one I'll use for server play with friend and one I've tweaked for my use. I generally just copy the instance in multimc, but supporting it at a "package manager" level would be nice.
- filtering/searching - By release type, mod name (basic pattern/glob match is fine, rexgex would likely be overkill), author name/handle (supporting multiple authors, group names), license type, MC version, Forge/FML/liteloader min req versions, genre/tag system.
I do use standard package managers as inspiration, I see them as the best existing solution to the problem. In my opinion their behaviour should be the default model to base this system off.
2rjs232323 posted a message on MineCanvas- Designing blueprints just got easier! [MineCanvas 4 On GitHub Plus More!]Posted in: Minecraft ToolsMineCanvas 3 is now completed. Look at 2nd post about MineCanvas 4.
MineCanvasWant to share blueprints with your friends? MineDraft.net is too outdated for you? Maybe you want faster blueprint application? Need 3d views? Perhaps you want layers support? Or you're finding an application that let you and your friend blueprint together in real time? Look no more, what you're looking for is called MineCanvas!
Chrome version 26 or better.
Firefox version 21 or better.
IE11 or better.
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