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Posted

I'm having this problem (posted on Aug. 19th).  While the author of that thread may not have been very diplomatic, what he was reporting is an actual issue.

 

The problem appears to be the way that the newest FML for 1.2.5/1.3.x searches for mods.  It uses the minecraft classpath(s) as a starting point to look for mods in minecraft.jar.  MCPatcher adds the root ".minecraft" directory as a classpath, causing FML to attempt to load all mods in the .minecraft folder and all subfolders.  Any unwanted mods that happen to be lying around (for example older versions or in my case the contents of the MCP folder) get picked up and loaded.  Those unwanted mods are what cause the crash.

 

I reported this to the author of MCPatcher as well.  I know that some people are not fond of MCPatcher, but I think that this might be something worth changing about FML regardless.  Checking the classpaths may seem more elegant than checking minecraft.jar explicitly, but I would suggest that a more limited approach (only load mods from predetermined locations) would be better.

 

FML Log Excerpt (the whole thing is on pastebin):

 

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MCPatcher Log:

 

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Posted

This is nothing to do with the other thread, the other thread states that he is adding things specifically to the mods folder, that he does not want to be loaded as a mod. I think we can all agree that's fucking moronic.

 

Now, onto your issue. This does indeed seem odd, it stems from, as you say, MCPatcher adding the root minecraft folder to the classpath. For what reason we do not know. However, I've made cpw aware of this and he is taking a look into what needs to be done to play nicer together. From my understanding the full classpath walk was designed so that modders could debug there mods easily in MCP. And in any package/folder they wished. Being limited to just "<MinecraftHome>/mods" would cause issues on that front.

 

So ya, cpw is working on it.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

I know that MCPatcher asks you to store mod packages in a subfolder of .minecraft/mods by default, since the original ModLoader only checked the top level.  It's not a good idea, obviously, but I guess that would explain the other thread.

 

I've gotten around the problem by using MultiMC for the time being.  I never had any problems developing pure Modloader mods with MCP/Eclipse, so the somewhat ugly loading strategy that Risugami used apparently worked pretty well.  That said, I will leave it to cpw to figure out the best overall solution.  Thanks for passing the message on to him.

 

Posted

mm, ModLoader limits you to just the net.minecraft.src package for mods when developing, which is unacceptable. Hence the searching along the entire classpath. However, we'll see if something can be done to clean up excessive searching. Wouldn't be an issue if MCPatcher didn't add the root for no reason :P

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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