Posted August 4, 201411 yr Hey, I'm trying to fix a bug in a 1.6.4 mod, which cases a client crash if the mod is loaded on the client, but not on the server(Dynamic ID allocation messing up). My first attempt was to simply set serverSideRequired = true in @NetworkMod. However, that simply prints a warning to the console and is thus practically useless. Then I figured I'd just check the server's mod list during player login. However, this list is not made available on the client side. The only way I see to do this now, is to override the NetworkModHandler's requiresServerSide() and disconnect when called. But I can't see any way to provide a custom NetworkModHandler. Is this possible? Is there some other method I have overlooked? Using Forge 9.11.1.965
August 4, 201411 yr Author Simple: Update to 1.7.10. 1.6.4 is no longer supported by forge. It's been ages, there is no reason not to update. The mod is on a modpack, which is still running 1.6.4 I just want to provide some bug fixes while people are still playing it. I understand that 1.6.4 is no longer supported, but I still want to find a way to fix this on my end. Thus I'm asking if there was any way to override NetworkModHandler for a mod in 1.6.4
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