Jump to content

vpontin

Members
  • Posts

    99
  • Joined

  • Last visited

  • Days Won

    1

vpontin last won the day on December 18 2018

vpontin had the most liked content!

Converted

  • Gender
    Male
  • Location
    Brazil
  • Personal Text
    I am new!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

vpontin's Achievements

Stone Miner

Stone Miner (3/8)

11

Reputation

  1. Hello. Long time no see. As the EAQ states, post-1.13 the feature to load mods from mods\<version> was removed in favor of installations feature of the launcher. Although this satisfies ~99.99% of the use cases, i had used that feature (alongside installations) to organize the mods in my modpack: on the game directory root i had, alongside mods, folders like mods_client and mods_server, to store mods that only work (or i simply only want to have) on one side. Then, depending of the side the modpack was sitting (dedicated server or client) i would symlink one of the folders to mods\<version>. But, without this feature post 1.13, i really don't know how i could do to preserve this folder organization in the current versions of the game and forge. I read long ago in this forums about a possibility to load a list of mods from a plaintext-like file, but i think that would be impractical because in any mod update i would need to edit the list as well, and since i forgot lots of things its very probable that i will forget to edit such list, making the updated mod stopped being loaded (if this is actually the behavior of that or if still exists in modern versions of the game). Thanks in advance for your patience.
  2. Hi all! First of all, sorry for posting it here. I really dont know where can i go (since its a vanilla problem not related to Forge), so i came here in General Discussion to try to see if somebody had this same issue and/or someone could help me. Recently i stumble across this tutorial on Reddit showing how to use a TTF file as a font for Minecraft using Resource Packs. Then i tried to follow the steps to make my custom font resource pack, using duralith as TTF font. But when i activate the resource pack (in a instance with Forge 31.1.18), i got a strange crash and a log file in the root of the profile folder instead of logs or crash reports. So i tried to activate the resource pack, this time in vanilla Minecraft and using comic.ttf (Comic Sans MS from Windows 10) as a test, and again it wont load. This time i managed to got the crash file and uploaded in GIST, here's the link. Never see this kind of error log before. I'm trying to run MC on a laptop with a i7-5500U, and as GPU both Intel HD Graphics 5500 and a Radeon R5 M230 as a render card.
  3. Disagree, putting any bukkit-based code on Forge is almost guaranteed to be a instant copyright infringement (remember it was DCMA'd not long ago, Spigot is just working in gray area to keep it updated). Forge itself is good enough for small physical server-only mod mods, and if you want to stack another solution on top of Forge (just to feel more dangerous to run a server) use Sponge.
  4. I currently manage my modpack putting client-only mods in a separate folder and symlink it to mods\<version> (eg. mods\1.12.2). But doing it on Forge for 1.13.2 didnt work. Is this going to be deprecated? Is there any options for dev unsavvy modpackers to load mods from other folders?
  5. Just to let you know, all Forge 1.13.x installers are breaking any profile name with accents. Some screenshots (from the original "new" Mojang launcher (v2.1.2474)): Before: After running the installer:
  6. Can you test without CC:Tweaked installed?
  7. Thanks Cadiboo for the answers (dont know why the forum doesnt notificate me before)! After so much pain in replacing Bukkit i will not risk to rely on Rift mods in my modpack, so will stick on Forge 1.12.x until 1.13 comes and, just for sake of curiosity, i will test Fabric and ComputerCraft for 1.14 snapshots.
  8. Just venting off some thoughts i have after reading about the release of yet another modloader, Fabric, this time for 1.14 (snapshots) - just asked the same thing on FTB Reddit too... Wouldn't all that new modloaders (Rift for 1.13, Fabric for 1.14) fragmentate the modding community as time goes on? Not only on different software, but also in versions (one modloader per version, etc)... Forge is going through a challenging time by all those changes necessary for future updates, and its very solid and capable, plus this isnt the first time devs needed more time to work in an update. But this scenario (others trying to make alternative modloaders with such voracity) never happened before, at least what such strength (liteloader was a lonely happening in 1.6). Should i, as a modded player, be worried about all of this? From what i read in Fabric release on FTB reddit, they arent sure it will be compatible with Forge at all. And for the modders on the forum: did you think people will "return" to Forge as soon new builds came off? Anyway, thanks to open the space for us to talk about...
  9. Keeping MCreator-generated code in private to stay secure.........................................
  10. OR if you had some patience and don't need the fancy functionality from said mod (just the backpack system) you could just install Baubles and this mod who let you equip Shulker Boxes in the bauble's chestplate slot, and setting up a hotkey to open it like a backpack. For easy access to shulker boxes (by default you need to kill shulkers on the End) you can use CraftTweaker (or a datapack when 1.13 modding is out) to add shulker shells to a loot table like junk fishing, or create (with CT too) a recipe with accessible materials for this. But anyway just a random idea, imo more close to vanilla due to use of a existing block.
  11. And i think that is the only good way to add recipes AND be nice to modpackers, because in 1.13 datapacks will be able to tweak/override advancements and recipes using JSON. And i honestly dont know if recipes/advancements added via code can be touched by the new system.
  12. Or the vanilla structure block system, if the building isnt too large (i think .nbt structures are cross-compatible, right?).
  13. 1.7 > 1.12 i think is too much complex, but for 1.11 > 1.12 besides McJty, SquidDev did temporarialy a compat injection for ComputerCraft while dan200 didnt opened the source code. You can talk with him on Computer Mods server (if you want i can send the inivitation link via DM).
  14. O̶r̶ ̶u̶s̶e̶ ̶J̶E̶I̶ EDIT: I'm a stupid person. Sorry.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.