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Posted

I am unable to get modloader mods to work in forge 241.

 

Symptoms:

1. FML reports all mods as version 1.0

2. Server reports that I connect with no mods.

3. Log file shows no version information available.

 

4. Mods do work. However, mods that communicate with the server -- Superior Enchantment -- fail to be recognized on the server.

 

Here is my client launch script:

 

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Note that I switched out forge for modloader; things worked with modloader.

 

Here is the server-side creation/mod list:

 

 

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(Yes, I know that the two mod directory server mods are not being used. That's not the point).

 

Client side logs: Modloader (mods work and talk to the server)

 

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(Minevideo IS the 1.3.2 version; the mod author did not update the text string.)

 

Client side logs, forge modloader

 

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Jeb! The sheep! The fence pens, they do nothing still leak!

Posted

I have no idea what you're doing there. Are there any mods that are actually supposed to work server side in that list? Is superior enchanting a modloader mod for the server? How is that supposed to work?

Posted
  On 9/4/2012 at 2:44 AM, cpw said:

I have no idea what you're doing there. Are there any mods that are actually supposed to work server side in that list? Is superior enchanting a modloader mod for the server? How is that supposed to work?

 

Yes, there are server-side mods in that list.

From the server creation script:

 

unzip "$JarDir"/minecraft_server-132.jar

## unzip "$ModDir"/minecraftforge-universal-4.0.0.241.zip

unzip "$ModDir"/FallFix_1_3_2.zip

## unzip "$ModDir"/ImprovedLogPlacing-132.zip

unzip "$ModDir"/ImprovedLog-132-noforge.zip

unzip "$ModDir"/MoreVillageBiomes-V2-132-smp.zip

unzip "$ModDir"/SuperiorEnchantment-132smp.zip

unzip "$ModDir"/WaterPropogationFix_132.zip

 

Of those, SuperiorEnchantment is a modloader mod. On the server side, it just drops in. On the client side, it uses modloader.

 

ImprovedLogPlacing also talks to the client, and it is not a modloader mod.

 

Many of the mods are client-side modloader mods, and FML (forge 4) fails to retrieve the version information or pass it to the server -- the forge 4 server reports that the client connects with no mods, and SuperiorEnchantment fails to communicate between the server and client. (I did not test improve log placement).

 

Superior Enchantment's thread: http://www.minecraftforum.net/topic/1054768-superior-enchantment-system-minecraft-132version-1133/

 

Jeb! The sheep! The fence pens, they do nothing still leak!

Posted

None of those are FML mods. They will not be "negotiated" because there's nothing to negotiate. Superior enchanting works by replacing containerworkbench and containerenchant on the server side directly.

 

It may or may not do it's own handshaking the first time one of those is accessed. I'm not sure what you're expecting to see here? None of these is a standard FML/ML server side mod. None of them will participate in that handshake because they can't. They may or may not actually work - I'm betting none of them is particularly compatible with anything we do in forge, but who knows. If they don't work, that's because they're not designed to live in a multi mod client and server environment. I can make efforts to provide ML compatibility, probably beyond the scope of ML compatibility somewhat. But I can't work miracles and make code that's not even designed for FML/ML/server side work there.

Posted
  On 9/4/2012 at 5:20 AM, cpw said:

None of those are FML mods. ... I'm not sure what you're expecting to see here? None of these is a standard FML/ML server side mod.

 

What do I expect? On the client side, Superior Enchanting uses Modloader. The client and server side can see each other, talk to each other, and work happily together.

 

In forge 3.3.8, FML identifies Superior Enchanting (and all of my client-side mods, actually), identifies the version information, forwards all the version information to the server, and the server reports every mod that I connect with.

 

  Quote
2012-09-03 21:51:21 [iNFO] keybounce joined with: [521_magicalRepair 1.4, 521_superior_enchanting 1.10.3, Minema 1.41, NetherOres 1.2.5R1.2.3, MumbleLink 2.4.4, TooManyItems 1.2.5pre 2012-03-30, Bunyan 1.5, ExtrabiomesXL 2.2.7, TwilightForest 1.10.1, Mystcraft Mystcraft 0.9.1.02, MinecraftForge 3.3.8.152]

 

I've got a bunch of forge and modloader mods

 

In forge 4, FML fails to identify and report any of the mods

 

 

  Quote
None of them will participate in that handshake because they can't. They may or may not actually work - I'm betting none of them is particularly compatible with anything we do in forge, but who knows.

 

The point is, it works with Risugami's ModLoader, in multiplayer.

 

Superior Enchantment, both the 1.2.5 and the 1.3.2 version, successfully talk between client and server with Risugami's Modloader, and fail with Forge Modloader.

 

In Forge 3, the server is told about all of the mods FML found, and their versions, even the mods that are RML mods. In Forge 4, that all fails -- mods that are client-side only RML mods with no server-side component also fail to be reported.

 

Jeb! The sheep! The fence pens, they do nothing still leak!

Posted

I'm sorry, the mods are identified on the client, right? They work on the client, right? How do you know they're not working on the server? Just because they're not identified as present on the server?

 

The list of mods "joined" on the server is the accepted subset intersection of server and client mods. That is how FML is designed to work. The whole list is sent for possible server side rejection but is not identified as being the "joined" list because it is discarded. The only mods "reported" as being joined, are those that FML believes are important, specifically, KNOWN mods present on both client and server - they are the only mods that can control acceptance or rejection of the connection, so they're the only ones that are relevant. The 1.2.5 argument is specious, because 1.2.5 handled mod handshaking differently (it was not handled by FML).

 

Name one server side mod in your list that is actually an FML or proper server side modloader mod, please? Then I'll take this bug report seriously. At the moment your complaint seems to be that server side superior enchanting may or may not work. Which quite honestly I'm tempted to consider "not a bug" because of the way it has to load itself on the server, and the lack of proof that it actually ISN'T working. (Stack traces? errors? anything else?)

 

 

Posted
  On 9/4/2012 at 11:26 AM, cpw said:

I'm sorry, the mods are identified on the client, right? They work on the client, right? How do you know they're not working on the server? Just because they're not identified as present on the server?

 

Because when I attempt to use an enchantment table to make use of Superior Enchanting, it tells me that there is no client side mod installed.

 

Using RML, it works.

Using Forge/FML, it fails.

 

===

 

Cpw, you have seemed so far to dislike my use of scripting to set up my environments. Consider that this gives you a 100% repeatable build for my issue. Consider that this gives you the perfect ability to test anything.

 

I have identified something that works in RML, fails in FML.

I have given you a reproduce-able build environment.

 

  Quote
Name one server side mod in your list that is actually an FML or proper server side modloader mod, please? Then I'll take this bug report seriously.

 

None are FML mods.

None of those mods even needs forge.

I have other mods, not being used in that test, that are mod folder FML mods with mcmod.info files

 

But this is a mod that works in RML that does not work in FML. And your website here says that you want to know about that class of mod.

 

===

 

What is really annoying? I have some server-side mods that I want to use that use forge but have no client-side component, do not do anything to alter the client-side. (Example: Ruins. Generates structures in the map on the server-side).

 

I actually tested using RML on the client, and forge/FML on the server. Again, no FML/forge mod on the client at all, and none needed.

 

The forge server refused to let the RML client connect.

 

So, moving forward, forge is basically killing RML, and FML fails to accomplish what RML does.

Jeb! The sheep! The fence pens, they do nothing still leak!

Posted

Yes, this was missing chat handling. An utterly ridiculous, but probably one of the few viable non-FML/ML, ways of doing s->c comms. Thanks for the bug report.

 

@Keybounce I want bug reports, not elaborate scripting environments. I want "mod x doesn't work with FML U.V.W" not "here's a thousand line essay on why you're a bad person because my ancient ways are going to have to change by a few lines."

 

Links to broken mods, with client or server log files are good. Overelaborate criticisms that seem to go nowhere are bad.

 

Here's how it could have gone down: '"SuperiorEnchanting is failing to establish client server comms". It has a non-modloader server side <here> that looks like it's complaining (error message here). No stack traces, it just can't "find" itself.' Instead of all that above.

 

 

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