Jump to content

Recommended Posts

Posted

i actual could care less if its associated with forge, i'm just looking to make an auto updater/installer. Something simple that pulls from the game server and build a list from the urls provided. Also show the adfly links and stuff so modder don't fell cheated of there .0005$ a view. Similar to techie pack's auto installer that uses spout's src. But, thank you for making it clear you don't want this for forge.

Posted

Just gunna point it out again, that I am not gunna sanction any of this.

It is a LARGE endeavor. And I know you all mean well, but honestly I doubt any of you aside from Overmind have the skills or experience to pull it off.

Not trying to be a dick, its just the facts.

 

 

None of your ideas are special or unique, I can personally say I've considered them all before.

Forge is NOT a full blown Modding API.

Forge is NOT the end-all be-all for modding.

That is up to Mojang to do, it is there project. It is there company, it is there responsibility to do this. It's what they get paid for.

 

There are already a plethora of other tools out there that make mod management a cake walk. And with a few things that I have in mind for Forge in the future even simpler, but, the full blown system like you guys are talking about is NOT something that Forge should be doing or associated with.

 

I understand why you guys want the Forge name associated with it, because if you didn't have the name, you'd fall to ambiguity along with the many other sites/systems like this that have already been made.

But unless something major happens related to Minecraft, I don't see this coming to fruit.

 

You speak the truth. We were just coming up with ideas. No action has been actually done yet.

 

The reason I wanted this to be part of Forge is because it will sound "more official" than just a random installer, and also Forge is so far the more organized forum on mods.

 

But if Forge officials do not agree with this (you), so be it. You said previously that even after the modding API comes out, Minecraft won't have such a thing. I am not sure if that is an assumption or a fact. I don't think mods are mojang's responsibility until the modding API comes out. What would Forge be after the modding API comes out? A communnity for modders?

 

But anyway, I respect your rejection, an its fine.

 

i actual could care less if its associated with forge, i'm just looking to make an auto updater/installer. Something simple that pulls from the game server and build a list from the urls provided. Also show the adfly links and stuff so modder don't fell cheated of there .0005$ a view. Similar to techie pack's auto installer that uses spout's src. But, thank you for making it clear you don't want this for forge.

 

If it's just a installer, it should be easy enough. Consider making this in Java so it would be Mac compatible.

Posted

The plan was to always make an updater/installer in java. Since one of the updater i used for my server works well its just not comparable with linix or mac(s). For the moment i just want to get a basic version done that download all the mods from the modder's sites. Showing there site and/or the adfly link in some cases too maybe bypass needing to get full permission. Though i'll still ask first so i can get the direct links and a banner/pic too show instead of a site. Though right now this is all ideals, at the moment we need to get something started. Calclaiva how long do you think it would take you to get a app done with a few buttons?

 

Also not being grouped with Forge is a good thing. This way when the updater/installer is done no one will think forge only mods are offered. :)

Posted

The plan was to always make an updater/installer in java. Since one of the updater i used for my server works well its just not comparable with linix or mac(s). For the moment i just want to get a basic version done that download all the mods from the modder's sites. Showing there site and/or the adfly link in some cases too maybe bypass needing to get full permission. Though i'll still ask first so i can get the direct links and a banner/pic too show instead of a site. Though right now this is all ideals, at the moment we need to get something started. Calclaiva how long do you think it would take you to get a app done with a few buttons?

 

Also not being grouped with Forge is a good thing. This way when the updater/installer is done no one will think forge only mods are offered. :)

 

I am not sure. This is a side project after all for me. My main projects are ICBM and Universal Electricity which are pretty big projects. I looked at this example and I thought it might be helpful for you: http://netbeans.org/kb/docs/java/gui-functionality.html

 

I will be posting source codes in this Repo in the future: https://github.com/calclavia/mod-installer

 

Posted
You speak the truth. We were just coming up with ideas. No action has been actually done yet.

 

The reason I wanted this to be part of Forge is because it will sound "more official" than just a random installer, and also Forge is so far the more organized forum on mods.

 

But if Forge officials do not agree with this (you), so be it. You said previously that even after the modding API comes out, Minecraft won't have such a thing. I am not sure if that is an assumption or a fact. I don't think mods are mojang's responsibility until the modding API comes out. What would Forge be after the modding API comes out? A communnity for modders?

 

But anyway, I respect your rejection, an its fine.

As long as you guys understand that it is far more then just coming up with ideas, or coming up with functional code. a project like this has many many facets that if you don't plan for will make things explode.

 

I never said that after the modidng api comes out, Mojang won't have such a thing. And if I did, times have changed. All I have to say about that is that I can't speak of it definitively because the information I have been given is neither official nore mine to give out.

 

But, a undertaking of such magnitude is something best left for those with the resources and experience to pull it off properly. {Mojang} There is nothing wrong with spitballing theoretical ideas, but just to remind you, Forge has already crashed 3 high end servers with its downloads, what would you expect from something that has to chime in every time someone connects to a server or logs in?

 

For the current time modding is a good enough state that unless people are really stupid they should be just fine installing things. However, if you really want to be helpful, you could write tutorials and point people in the direction of the plethora of already available tools. Most people don't use them simply out of ignorance to there existence.

 

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 understand that this isnt gonna happen, and i agree with the reasons for it not happening.

 

however, id just like to point out that making it wouldnt be as complex as you guys are thinking :P

 

in the JEditorPane class theres a very nice method called setPage(String url) that as you can guess will display a HTML file in the JEditorPane... just thought id mention that :)

Posted

i understand that this isnt gonna happen, and i agree with the reasons for it not happening.

 

however, id just like to point out that making it wouldnt be as complex as you guys are thinking :P

 

in the JEditorPane class theres a very nice method called setPage(String url) that as you can guess will display a HTML file in the JEditorPane... just thought id mention that :)

 

Yeah we're simply making a mod installer that displays the ads of the mods so it's legal.

Posted

yep...

 

web browsers are possibly one of the easiest useful programs to make, i think i got a very basic one in java down to about 30 lines of code... and i cant see a program like this differing from a web browser too much

Posted

Never said a web browser was hard to make, that is not the parts that i'm saying would be hard...

 

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

'it' being the entire project, the server backend, the support experience and experience designing the architecture that will be needed to run this type of thing.

 

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

We don't really need that big of a server back end if most of the stuff is handled client side and by the package makers. The only things the server will do is tell the client the list of mods it needs. It will never actually store any of the mods or provide download for mods. Mostly the mod list would already be download and only update if the version # don't match.

Posted

We don't really need that big of a server back end if most of the stuff is handled client side and by the package makers. The only things the server will do is tell the client the list of mods it needs. It will never actually store any of the mods or provide download for mods. Mostly the mod list would already be download and only update if the version # don't match.

That still requires more work than you would think.

Posted

In my mind nothing takes a lot of work, but from your view you might be right. Mainly since i don't know the full extent that it takes too make the server half of this. Only problem i do see though is keeping version # strait with what is downloaded. If the file name doesn't match the version #'s name it won't install right. Other than that its simple download and move around.

Posted

Handling configurations of mods, getting them to work together for block IDs (very few use a decent and uniform configuration system, forge needs to enforce such a thing or so, ID conflicts are irritating), synchronizing with a server, etc...

Posted

Handling configurations of mods, getting them to work together for block IDs (very few use a decent and uniform configuration system, forge needs to enforce such a thing or so, ID conflicts are irritating), synchronizing with a server, etc...

 

I agree. Even with 4069 IDs, it's still possible to get a ID conflict. Forge should handle ID syncs in servers. Simply send a data pack with IDs for mods that use them and then change the clients IDs to fit the server. Once again it's easy to say it but might not be easy to actually do this...

Posted

Handling configurations of mods, getting them to work together for block IDs (very few use a decent and uniform configuration system, forge needs to enforce such a thing or so, ID conflicts are irritating), synchronizing with a server, etc...

 

I agree. Even with 4069 IDs, it's still possible to get a ID conflict. Forge should handle ID syncs in servers. Simply send a data pack with IDs for mods that use them and then change the clients IDs to fit the server. Once again it's easy to say it but might not be easy to actually do this...

There is already a pull request for that on github, just needs cleaning and such.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • that happens every time I enter a new dimension.
    • This is the last line before the crash: [ebwizardry]: Synchronising spell emitters for PixelTraveler But I have no idea what this means
    • What in particular? I barely used that mod this time around, and it's never been a problem in the past.
    • Im trying to build my mod using shade since i use the luaj library however i keep getting this error Reason: Task ':reobfJar' uses this output of task ':shadowJar' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. So i try adding reobfJar.dependsOn shadowJar  Could not get unknown property 'reobfJar' for object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler. my gradle file plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' id 'com.github.johnrengelman.shadow' version '7.1.2' id 'org.spongepowered.mixin' version '0.7.+' } apply plugin: 'net.minecraftforge.gradle' apply plugin: 'org.spongepowered.mixin' apply plugin: 'com.github.johnrengelman.shadow' version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) //jarJar.enable() println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { mappings channel: mapping_channel, version: mapping_version copyIdeResources = true runs { configureEach { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' arg "-mixin.config=derp.mixin.json" mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { workingDirectory project.file('run-data') args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { flatDir { dirs './libs' } maven { url = "https://jitpack.io" } } configurations { shade implementation.extendsFrom shade } dependencies { minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" implementation 'org.luaj:luaj-jse-3.0.2' implementation fg.deobf("com.github.Virtuoel:Pehkui:${pehkui_version}") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' minecraftLibrary 'luaj:luaj-jse:3.0.2' shade 'luaj:luaj-jse:3.0.2' } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"), "TweakClass" : "org.spongepowered.asm.launch.MixinTweaker", "TweakOrder" : 0, "MixinConfigs" : "derp.mixin.json" ]) } rename 'mixin.refmap.json', 'derp.mixin-refmap.json' } shadowJar { archiveClassifier = '' configurations = [project.configurations.shade] finalizedBy 'reobfShadowJar' } assemble.dependsOn shadowJar reobf { re shadowJar {} } publishing { publications { mavenJava(MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } } } my entire project:https://github.com/kevin051606/DERP-Mod/tree/Derp-1.0-1.20
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.