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[1.6.4] Custom NetworkModHandler (Disconnect if mod missing from server?)


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Posted

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

 

 

Posted

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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