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MasterAbdoTGM50

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Ddiesieben07: Doesn't matter. I've already gotten into it with y'all and told you how to do it.

That you won't, is a personal problem, that unfortunately, we all have to suffer with.

 

MasterAbdoTGM50: Yes. There is. It is simple. It is easy.

Everything is world-based and a slave of the server running that world.

When you want an item id, you give the server a name to associate with it.

The server appends the name of your mod to the item name, and returns

you a world-unique id. It then records that pair for the world. This is,

of course, only done for a brand new world. For an existing world, the

server simply looks up the name you gave it and returns the same number

it did last time.

 

One interesting implication, is that a server owns the world, and will refuse

additional mods not present during world creation. But, this is good, because

all mods that were present when the world was created, should be saved

with that world. So too should the game binaries. This ensures that one can

go back and play old worlds without any problems. It also ensure that

you can't go hosing up a world by accidentally forgetting which mods you had

installed. It's all there and already done. It was all set when the world was

created.

 

Another aspect, is that because servers own their world and all the ids within,

anyone can log in, to any server, and it doesn't matter what mods they have

installed. The server will only respond to requests from mods it knows about

for that world. In fact, it could tell the player to go get the correct ones,

or even offer to download them to the player.

 

The truly cool part, is that this exact same mechanism can be used for blockids,

entity ids, biome ids, dimension ids, and whatever other ids there are.

The server sets them, and writes them in stone, and world creation time,

and everything needed to run that world, is stored with that world.

It would make playing minecraft and switching worlds and versions so much easier,

so much simpler, so much more invisible to the player, etc, etc.

Set up the mods you want, make a world, done. Never have to worry about

it again...

 

Short answer, yes. It is easy, if designed correctly. But this is rare indeed,

and so I suspect that no, it won't happen...

:(

 

 

Odds are good I've been programming since before you were born. Yeah. I'm OLD school.

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Ddiesieben07: Doesn't matter. I've already gotten into it with y'all and told you how to do it.

That you won't, is a personal problem, that unfortunately, we all have to suffer with.

 

MasterAbdoTGM50: Yes. There is. It is simple. It is easy.

Everything is world-based and a slave of the server running that world.

When you want an item id, you give the server a name to associate with it.

The server appends the name of your mod to the item name, and returns

you a world-unique id. It then records that pair for the world. This is,

of course, only done for a brand new world. For an existing world, the

server simply looks up the name you gave it and returns the same number

it did last time.

 

One interesting implication, is that a server owns the world, and will refuse

additional mods not present during world creation. But, this is good, because

all mods that were present when the world was created, should be saved

with that world. So too should the game binaries. This ensures that one can

go back and play old worlds without any problems. It also ensure that

you can't go hosing up a world by accidentally forgetting which mods you had

installed. It's all there and already done. It was all set when the world was

created.

 

Another aspect, is that because servers own their world and all the ids within,

anyone can log in, to any server, and it doesn't matter what mods they have

installed. The server will only respond to requests from mods it knows about

for that world. In fact, it could tell the player to go get the correct ones,

or even offer to download them to the player.

 

The truly cool part, is that this exact same mechanism can be used for blockids,

entity ids, biome ids, dimension ids, and whatever other ids there are.

The server sets them, and writes them in stone, and world creation time,

and everything needed to run that world, is stored with that world.

It would make playing minecraft and switching worlds and versions so much easier,

so much simpler, so much more invisible to the player, etc, etc.

Set up the mods you want, make a world, done. Never have to worry about

it again...

 

Short answer, yes. It is easy, if designed correctly. But this is rare indeed,

and so I suspect that no, it won't happen...

:(

Well, thank you for replying.

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Using Mod File: [00:02:44] [main/WARN] [ne.mi.ja.se.JarSelector/]: Attempted to select a dependency jar for JarJar which was passed in as source: resourcefullib. Using Mod File: /home/container/mods/resourcefullib-forge-1.19.2-1.1.24.jar [00:02:44] [main/INFO] [ne.mi.fm.lo.mo.JarInJarDependencyLocator/]: Found 13 dependencies adding them to mods collection Latest log [29Mar2024 00:02:42.803] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNCHER]: ModLauncher running: args [--launchTarget, forgeserver, --fml.forgeVersion, 43.3.0, --fml.mcVersion, 1.19.2, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20220805.130853] [29Mar2024 00:02:42.805] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNCHER]: ModLauncher 10.0.8+10.0.8+main.0ef7e830 starting: java version 17.0.10 by Eclipse Adoptium; OS Linux arch amd64 version 6.1.0-12-amd64 [29Mar2024 00:02:43.548] [main/INFO] [mixin/]: SpongePowered MIXIN Subsystem Version=0.8.5 Source=union:/home/container/libraries/org/spongepowered/mixin/0.8.5/mixin-0.8.5.jar%2363!/ Service=ModLauncher Env=SERVER [29Mar2024 00:02:43.876] [main/WARN] [net.minecraftforge.fml.loading.moddiscovery.ModFileParser/LOADING]: Mod file /home/container/libraries/net/minecraftforge/fmlcore/1.19.2-43.3.0/fmlcore-1.19.2-43.3.0.jar is missing mods.toml file [29Mar2024 00:02:43.877] [main/WARN] [net.minecraftforge.fml.loading.moddiscovery.ModFileParser/LOADING]: Mod file /home/container/libraries/net/minecraftforge/javafmllanguage/1.19.2-43.3.0/javafmllanguage-1.19.2-43.3.0.jar is missing mods.toml file [29Mar2024 00:02:43.877] [main/WARN] [net.minecraftforge.fml.loading.moddiscovery.ModFileParser/LOADING]: Mod file /home/container/libraries/net/minecraftforge/lowcodelanguage/1.19.2-43.3.0/lowcodelanguage-1.19.2-43.3.0.jar is missing mods.toml file [29Mar2024 00:02:43.878] [main/WARN] [net.minecraftforge.fml.loading.moddiscovery.ModFileParser/LOADING]: Mod file /home/container/libraries/net/minecraftforge/mclanguage/1.19.2-43.3.0/mclanguage-1.19.2-43.3.0.jar is missing mods.toml file [29Mar2024 00:02:44.033] [main/WARN] [net.minecraftforge.jarjar.selection.JarSelector/]: Attempted to select two dependency jars from JarJar which have the same identification: Mod File: and Mod File: . Using Mod File: [29Mar2024 00:02:44.034] [main/WARN] [net.minecraftforge.jarjar.selection.JarSelector/]: Attempted to select a dependency jar for JarJar which was passed in as source: resourcefullib. Using Mod File: /home/container/mods/resourcefullib-forge-1.19.2-1.1.24.jar [29Mar2024 00:02:44.034] [main/INFO] [net.minecraftforge.fml.loading.moddiscovery.JarInJarDependencyLocator/]: Found 13 dependencies adding them to mods collection
    • I am unable to do that. Brigadier is a mojang library that parses commands.
    • Hi, i appreciate the answer. I would love to do that, but we have active players with all their belongings in SSN. Also this mod is really handy and they would be mad if we removed it. Are you really certain that SSN is causing this? It would require lots of work to test it and SSN was not really an issue before we removed Fast Suite. Can it be related somehow? I will provide you with log before removing FS. PasteBin: https://pastebin.com/Y5EpLpNe (crash before removing Fast Suite, which I suspected to be a problem from some crash before)
    • Backup the world and make a test without storagenetwork
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