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Is there any way we can get this compatibility back like in #108? No ModLoader knocks out half of the mods I know of.

Posted

Or you could read the damn change logs and know that Forge is 100% compatible with ModLoader.

And that you don't need to install ModLoader anymore. Just install Forge.

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

sorry they are compatible, MagicLauncher is throwing errors that don't hamper usability.

 

But no, I still need modloader for things liek Optifine, WMLL, and non-Forge mods.

 

 

THey are compatible, but they DO throw errors.

 

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Forge is throwing 2 and Optifine 1 according to MagicLauncher

 

And I did read the changelogs by the way.  I have read through just about anything pertaining to these three mods and forge that I could all night, I've been tinkering with all of this for the past 5 hours trying to get stuff working properly.

Posted

Well almost all MagicLauncher 'errors' that relate to Forge are bull shit errors, so ignore them.

 

And as I said NO you do not NEED ModLoader for anything.

Do NOT install it at all.

ALL functionality of ModLoader is in Forge.

 

Forge works with Optifine, WMLL, and all non-forge mods that don't edit base classes.

And, the bulk of them that do.

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
  On 6/30/2012 at 3:32 AM, mrcheesete0 said:

java.util.zip.ZipException: zip file is empty

    at java.util.zip.ZipFile.open(Native Method)

    at java.util.zip.ZipFile.<init>(Unknown Source)

    at java.util.zip.ZipFile.<init>(Unknown Source)

    at java.util.zip.ZipFile.<init>(Unknown Source)

    at aju.a(SourceFile:33)

    at gi.a(TexturePackList.java:109)

    at gi.<init>(TexturePackList.java:52)

    at net.minecraft.client.Minecraft.a(Minecraft.java:379)

    at net.minecraft.client.Minecraft.run(Minecraft.java:735)

    at java.lang.Thread.run(Unknown Source)

 

That error means that whatever launcher you are using screwed something up.

Only Forge should be in the minecraft jar, it has all of ModLoaders functionality.

If you want a launcher that is not broken, try MultiMC.

Better thing, as always, is to set it up manually.

Posted
  On 6/30/2012 at 3:32 AM, mrcheesete0 said:

sorry they are compatible, MagicLauncher is throwing errors that don't hamper usability.

 

But no, I still need modloader for things liek Optifine, WMLL, and non-Forge mods.

 

 

THey are compatible, but they DO throw errors.

 

  Reveal hidden contents

 

Forge is throwing 2 and Optifine 1 according to MagicLauncher

 

And I did read the changelogs by the way.  I have read through just about anything pertaining to these three mods and forge that I could all night, I've been tinkering with all of this for the past 5 hours trying to get stuff working properly.

 

I'll put this into simple terms. Forge now has something called ForgeModLoader. It is almost literally ModLoader built into Forge. As in, when you install forge, you're technically installing ModLoader (as you would know it) too. So, if you have a mod that requires ModLoader, then you simply only need to install Forge, as it pretty much includes its own ModLoader now.

 

 

For mods that require both ModLoader and Forge:

[*]Do not install ModLoader.

[*]Install Forge.

[*]Do not install ModLoader.

[*]Install your Mods.

[*]Do not install ModLoader.

[*]Play.

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

Posted
  On 6/30/2012 at 6:42 AM, Zero said:

I'll put this into simple terms. Forge now has something called ForgeModLoader. It is almost literally ModLoader built into Forge. As in, when you install forge, you're technically installing ModLoader (as you would know it) too. So, if you have a mod that requires ModLoader, then you simply only need to install Forge, as it pretty much includes its own ModLoader now.

 

 

For mods that require both ModLoader and Forge:

[*]Do not install ModLoader.

[*]Install Forge.

[*]Do not install ModLoader.

[*]Install your Mods.

[*]Do not install ModLoader.

[*]Play.

Nicely put, well formatted, I am liking you.  :)

Posted

So... anyone have any idea on how to go about converting ModLoader coding to FML coding? For example: ModLoader.addRecipe(insert recipe here) throws an error - What do I replace "ModLoader.addRecipe" with!?

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