Jump to content

Why it is impossible to install old mods on new versions of minecraft?


Recommended Posts

Posted

Sorry for bad english). I really love minerakraft, and I like that the developers add new features to the new versions that I want to have, but there are a lot of mods that will never be released on new versions of minecraft, for example golem mod for 1.5.2, I really love these dudes, but they are not on minerakrat 1.6.0 and above. Is it really not possible to install an old mod on a new minecraft?
 

Posted

It isnt possible unless someone was to make an updated copy because the new mine craft versions have differences each time a new one comes out this means that the old code might be able to run but it could cause serious issues which is why forge does not let you so it can not cause any issues at all.

Posted

Mojang doesn't write Minecraft with mod support in mind. That means that the code can change (a lot) between versions.

 

Mods use that code to add new features. If the methods they use get removed between versions, that mod doesn't work on a newer version of Minecraft because it can't find that code anymore.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

This is actually what is happening currently with 1.12 >>> 1.13, and the same happened from 1.7 >>> 1.8. Mojang rewrites parts of the code that mods rely on, therefore needing an update. The thing special with these two instances is that Mojang substantially changed code(The Flattening in 1.13, I don't remember what happened in 1.8).

Posted

Are we forgetting 1.7.10 -> 1.8? The entire rendering system changed completely.

2 hours ago, PolygonFruits said:

The Flattening in 1.13

The flattening itself isn't a problem, its a code choice made by Mojang now that they've (finally) expanded the block ID limit and abstracted away metadata. The real change with 1.13 is Terrain Gen.

 

Also in 1.13 Forge has rewritten its entire mod loading system and should now support Java 9+

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted

There was also the 1.2.x -> 1.3 transition when Mojang "merged" the client and the server code. There was no "common" code in 1.2.x, period. If you wanted your mod to work for multiplayer you had to write a separate version. I think there even was a separate  API for multiplayer mods - Risugami's ModLoaderMP(although it might have became obsolete earlier)

  • Thanks 1
  • 10 months later...
Posted

I completely understand the code rewriting on making previous mod versions obsolete, but if you know what code is changed you can just code Forge into converting the code from, say a 1.7.10 mod using the 1.7.10 Minecraft (MC) and Forge code, into the code used by the newer MC and Forge version. It's not impossible, and yes I know that would take a massive amount of time, effort, and accuracy before anyone gets triggered due to this probably being asked many times, but the team pretty much goes through that with rewriting the code every MC rewrite and mods use the combined MC and Forge code. All that's really necessary is to compile (non-coding definition) a reference library or something along the line listing the conversions from version X MC and it's corresponding Forge version, to version Y MC and it's corresponding Forge version so mod creators would be able to more easily port their mods from one version to another.

Posted

This is not going to happen, locking

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]

 

Guest
This topic is now closed to further replies.

Announcements



×
×
  • Create New...

Important Information

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