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Posted

My son has autism and is 8. I dont play this game but I find him mods that he wants. He watches youtube videos and points to it telling me he wants it. I try to find it but MOST are 1.8. I have forge installed and Optifine 1.12 and then soon 1.13.
Hes SUPER into lucky block stuff. I have the lucky block mod installed and like 5 or 6 add ons, for the lucky block but he'll find some that needs loot++ and I can't get that to work and or he'll find older versions of lucky block add ons that don't work. I guess my questions are:
is it possible to get an older mod to work with a different version of minecraft? is there some trick that I just dont know?
I dont play this game but I have to do all the installing for my son so I guess that is why I am super confused.  I've tried searching for answers but I guess I am not wording it right. I keep getting old content or stuff not pertaining to my situation.
Like I'll dl the mod and drop the folder in add ons> lucky block but sometimes they do not show up with all the other stuff.
Example:
Frosty lucky block. He saw it on a video. I went and downloaded it. Dropped the folder in the add> lucky block
He starts the game and the frosty block isnt in with all the other blocks.

 

Posted
Quote

is it possible to get an older mod to work with a different version of minecraft?

No, this is a fundamental thing with Minecraft modding. Mods {for the most part} only work for one specific Minecraft version.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

  • 3 weeks later...
Posted

That is correct one version per Minecraft version. There are a FEW exceptions but the mod author will let you know if that's the case.  

 

The water downed idea is that Minecraft is "encoded" (non open sourced) and therefore every single update it's "mixes" the code even more. So even a minor update could render a mod useless...

 

 

Posted

If you want to, you can create a script and then a bunch of desktop shortcuts that can allow you to switch between mod directories easily.

 

If you copy the copy below into a file called switchmc.bat and replace YOUR_USER_NAME with your computer's account name, then you can make desktop shortcuts to this file and add the mane of the mods directory to the target property.

 

E.g. if you save switchmc.bat into C:\ then create a shortcut called swichmc 1.8.9, right click, and then change the target to say C:\switchmc.bat 1.8.9

 

Now you can put all your 1.8.9  mods in a directory called mods_1.8.9 (in your .minecraft directory). 

 

It makes it faster to switch between versions of Minecraft. You still need to install forge for each version of minecraft and make a profile for each version.

 

Let me know if you need any help.

 

@echo off
echo Minecraft Mod Directory Switcher 

set MCPATH=C:\Users\YOUR_USER_NAME\AppData\Roaming\.minecraft
set FILENAME=mods
set modsDir=%MCPATH%\%FILENAME%

goto :start

REM Error handling labels 
:noMCVersionArg
echo ERROR - Missing Minecraft version - e.g. 1.12
goto :usage

:noTargetModsFound
echo ERROR - Target mods dir not found: %targetModDir%
goto :usage

:noModsDirFound
echo ERROR - Mods dir not found: %modsDir%
echo       - Create symlink with: mklink /D mods SOME_MOD_DIR
goto :usage

:usage
echo USAGE: switchmc VERSION [extention]
echo        switchmc 1.12.2 -funmods
goto :end


:start
set ext=""
if "%1"=="" goto noMCVersionArg
if "%2"=="" goto setModExtenstion

:setModExtenstion
set ext=%2

:checkIfModDirIsSymLink

set targetModDir=%MCPATH%\%FILENAME%_%1%ext%
if not exist %targetModDir% goto :noTargetModsFound

if not exist %modsDir% (
goto :createSymLink
)

:checkSymLink
set SP1=0
for /f "tokens=4,5 delims= " %%A IN ('dir /L /N %modsDir%*') do (
    if %%B EQU %FILENAME% (
    if "%%A" EQU "<SYMLINKD>" set SP1=1
    )
)

if %sp1% EQU 0 goto :symFalse
if %sp1% EQU 1 goto :createSymLink

:symFalse
echo ERROR - Not switching mods directiry as mods is not a symlink
echo       - Rename mods dir and create symlink with: mklink /D mods SOME_MOD_DIR
goto :end

:createSymLink
echo Switching to mod dir %targetModDir%
if exist %modsDir% rmdir %modsDir% 
mklink /D %modsDir% %targetModDir%

goto :end

:end

 

  • Like 1
Posted
44 minutes ago, The_Jackal said:

If you want to, you can create a script and then a bunch of desktop shortcuts that can allow you to switch between mod directories easily.

Or you could just use the Profiles functionality of the Minecraft Launcher.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
19 hours ago, FriendlySurvival said:

Or MultiMC.

 

Meh. Since the official profiles feature was introduced this should be killed with fire.

Some tips i posted in another thread about how to use profiles:
 

 

Posted (edited)
32 minutes ago, vpontin said:

Meh. Since the official profiles feature was introduced this should be killed with fire.

I would argue that it still a simpler operation for adding/removing mods to boot. As far as I know that where the Vanilla launcher hits the fan. Likely due to not being geared for this purpose.   

 

Ho and it's way easier to install/update Forge as well. 

Edited by FriendlySurvival
Forgot to mention...

 

 

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