There were a lot of different assumptions in the way mods were written back in 1.2.5. I'd be surprised if anything other than basic mods with items and blocks worked at all. Then again, if you put enough time into getting specific mods working you could perform some magic...
That's pretty much the development process. I focus on a specific set of mods and slowly implement things for each, which spreads to making other mods work, or to work better. This is why primarily EE2, RP2, and BC2 work more than anything else.
Well, I did some more tests. Clean install, just Forge, Intermediary, RP2 and Tinkers' Construct [to test mod interaction].
You've been the second person to confirm that Control doesn't work anymore after I reobfuscated the mod for release, so I'll have to look into that. Like I told them, the computers didn't work anyway. They rendered, cables placed, GUIs came up, etc, but the lack of GUIScreen sychronization doesn't let you turn them on.
The microblock texture issue is probably because I'm going to have to go through and specify the 1.2.5 icons for every vanilla block. That'll also fix item rendering for vanilla items in BC pipes.
Much of the ore dictionary and related stuff is just dummy classes, I'm not surprised you're having problems with that.
I knew about the Blulectric blocks, not sure why they're not rendering yet. The leaf block probably has a color override, which I don't believe I'm implementing yet either. Surprised that it caused a crash though!
Didn't realize that the red alloy wires didn't actually send redstone out, I'd only tested redstone in and then tested with other RP2 redstone objects! Good catch. Stuff like this is why I wanted to release a version for other people to check.
FyberOptic, first of all thanks alot for making this mod! Would be cool if you can take a look at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272647-campcraft-v-4-5-1-60-different-tents Currently it crashes on startup. Yes, it has 1.6.4 version but it's just test version(many features from old versions are not yet implemented as I know) and author disappeared with no information about 1.7.10 update. Also, any chances of setting up Github bugtracker? It rather better to track issues(possible mods for support) than forum.
Awesome project. I was doing some testing and items don't render at all in RP2 tubes for me, though you've shown it in your videos. The tubes work exactly as expected (routing seems to be working as it should, etc) just the items are invisible.
I would list the number of things that cause crashes but I imagine it is simply stuff that just isn't implemented at this time.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
1.4.7 would be interesting to try, especially since it was another good version from a mod standpoint. Things were a bit more complicated by that point, but they were also a bit less of a mess, considering that 1.2.5 still hadn't quite made up its mind between ModLoader, and FML, and Forge (forcing you to implement some things in two different ways). I might look into it eventually.
You're likely not doing anything wrong; entities are barely supported. EntityItems are supported, at least, but even that's rudimentary. It's a high priority though, especially since I was playing with Buildcraft earlier and noticed that the quarry needs them to render properly. BC has been a good mod for testing the mod bridge, and usually as I implement fixes for it, they begin to trickle out into benefiting other mods.
I downloaded MoreCreeps just now, because the more mods I have to test with, the better!
Man if you managed to get MoreCreeps working I would give you a hug If I seen you .
Also here is a list of mods I would like to see work with this . This - This - This . I will add more if you want when I find some more of the old mods I use to love playing with . Also some of the mods say they required AudioMod which is installed the same way the old modloader used to be installed . Could you somehow incorporate that into your mod ? BTW This is my fav biome mod , and I don't know if you could manage to get that working on 1.7.10 . It use to be compatible with mod loader and forge back in the day but required adding it to the minecraft.jar
FyberOptic, first of all thanks alot for making this mod! Would be cool if you can take a look at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272647-campcraft-v-4-5-1-60-different-tents Currently it crashes on startup. Yes, it has 1.6.4 version but it's just test version(many features from old versions are not yet implemented as I know) and author disappeared with no information about 1.7.10 update. Also, any chances of setting up Github bugtracker? It rather better to track issues(possible mods for support) than forum.
I downloaded it and looked through the zip, it doesn't appear to replace any base classes, so that's good. I'm thinking it'll work eventually, I'll just have to figure out what functions it's wanting. I'll add it to the queue of mods to check!
EDIT: Oh I forgot to answer the other part. You're not the first to suggest a Github bugtracker. It might come to that, in fact. I've just been playing things by ear at this early stage.
Awesome project. I was doing some testing and items don't render at all in RP2 tubes for me, though you've shown it in your videos. The tubes work exactly as expected (routing seems to be working as it should, etc) just the items are invisible.
That's peculiar. Do you have any other mods installed? 1.7.10 or otherwise.
I was thinking before testing but is it possible to use minetweaker to change/remove recipes like this???
I'll reply to these together, because that's a good question! Recipes would indeed be conflicting. Minetweaker could be a good solution, rather than me reinventing the wheel. Though I'd have to provide some way to determine the internal names of the blocks and items I suppose, since they're auto-generated based on the 1.2.5 block ID and name.
I suppose there's also the possibility of adding an Intermediary config option to disable inserting recipes into 1.7.10, and/or to include a custom crafting table block or something. I dunno, we'll figure it out.
Wondering if this would work with the aether 1 mod. I remember it not only editing the jar file itself but also needing PlayerAPI and RenderPlayerAPI as well.
Mods that modify the JAR typically aren't compatible. I have no experience with PlayerAPI or RenderPlayerAPI to know if there are equivalent functions in Minecraft today to carry the functionality over. Find me a link to download the mod and I'll look into it when I get the chance, but it doesn't sound good!
Hi, this is a very cool project. I do not suffice. The question is, do you plan to add more in the future version 1.4.7 minecraft for example?
People have asked about 1.4.7, and I do agree that it was a good version. Things were a bit different by that point though, including the introduction of coremods by then, so I would have to do a bit more research to know if it's worth the effort.
Also here is a list of mods I would like to see work with this
The biomes mod probably isn't going to work, I noticed what was probably a Minecraft base class in the archive. I'm not sure about the others yet, they're mostly entities, and as I've mentioned, I haven't gotten to making that work so there's no point in checking them yet. Audiomod functionality could potentially be replicated though; I seem to recall it wasn't a particularly complicated mod when I had to patch it once to get it to work in MultiMC, but I could be wrong.
I'm fine with mod suggestions, because to be honest, during this process people have pointed out mods to me that I never knew existed back then, which look like they were pretty cool to play with!
Build 002 uploaded. Fixed a stupid rendering bug I accidentally introduced before the initial release, particularly affecting BuildCraft pipes, and Thermal Expansion will now work!
I noticed that RedPower tubes are indeed not rendering items in them anymore, just as I've been told. I'll figure that out.
this is great! Bug?: I cant place RP2 solar panels.
I'm not sure yet why the Blutricity machines don't render. I'll probably look back at that when I finish my GUI code improvements, which will hopefully fix them for Thermal Expansion, Forestry, and make RP2's sync properly.
I can definitely see a 147 version being nice. There were several mods that worked nicely there.
The three that come to my mind: Dimensional Doors, Mystcraft (0.9.5, not 0.10.x -- for the COG interaction), and Grey Goo.
More to the point, 147 was around for a while, and things got stable -- after that, some updated to 152, some updated to 162, others to 164 -- and the "all together" never really happened again.
===
Am I correct in thinking that the 125 mods, even though they are "client-only", will work properly if the client does "Open to LAN"? If so, that might be a good way to do multiplayer with these old mods.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
1.2.5 is an odd choice. Perhaps because Forge was simply more simple back then and thus, easier to bridge? Most major now-defunct mods were in the 1.4.7 - 1.6.4 era, though. It'd certainly be nice to get 1.6.4 mods like Dimensional Doors back.
That's pretty much the development process. I focus on a specific set of mods and slowly implement things for each, which spreads to making other mods work, or to work better. This is why primarily EE2, RP2, and BC2 work more than anything else.
Old versions of mods won't know that new versions are present and vice-versa, so most of them should work. Evidence of that is me running Buildcraft for 1.2.5 and 1.7.10 at the same time a few days ago.
And thanks for the praise, as well to everyone else who offered it!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I would list the number of things that cause crashes but I imagine it is simply stuff that just isn't implemented at this time.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Wonderful project.
Chest lids (vanilla too) get stuck in tekkit classic and the 1.7.10 version of Iron chests, so its not a bug with your mod as far as I can tell
Man if you managed to get MoreCreeps working I would give you a hug If I seen you .
Also here is a list of mods I would like to see work with this . This - This - This . I will add more if you want when I find some more of the old mods I use to love playing with . Also some of the mods say they required AudioMod which is installed the same way the old modloader used to be installed . Could you somehow incorporate that into your mod ? BTW This is my fav biome mod , and I don't know if you could manage to get that working on 1.7.10 . It use to be compatible with mod loader and forge back in the day but required adding it to the minecraft.jar
I downloaded it and looked through the zip, it doesn't appear to replace any base classes, so that's good. I'm thinking it'll work eventually, I'll just have to figure out what functions it's wanting. I'll add it to the queue of mods to check!
EDIT: Oh I forgot to answer the other part. You're not the first to suggest a Github bugtracker. It might come to that, in fact. I've just been playing things by ear at this early stage.
That's peculiar. Do you have any other mods installed? 1.7.10 or otherwise.
I'll reply to these together, because that's a good question! Recipes would indeed be conflicting. Minetweaker could be a good solution, rather than me reinventing the wheel. Though I'd have to provide some way to determine the internal names of the blocks and items I suppose, since they're auto-generated based on the 1.2.5 block ID and name.
I suppose there's also the possibility of adding an Intermediary config option to disable inserting recipes into 1.7.10, and/or to include a custom crafting table block or something. I dunno, we'll figure it out.
Mods that modify the JAR typically aren't compatible. I have no experience with PlayerAPI or RenderPlayerAPI to know if there are equivalent functions in Minecraft today to carry the functionality over. Find me a link to download the mod and I'll look into it when I get the chance, but it doesn't sound good!
People have asked about 1.4.7, and I do agree that it was a good version. Things were a bit different by that point though, including the introduction of coremods by then, so I would have to do a bit more research to know if it's worth the effort.
The biomes mod probably isn't going to work, I noticed what was probably a Minecraft base class in the archive. I'm not sure about the others yet, they're mostly entities, and as I've mentioned, I haven't gotten to making that work so there's no point in checking them yet. Audiomod functionality could potentially be replicated though; I seem to recall it wasn't a particularly complicated mod when I had to patch it once to get it to work in MultiMC, but I could be wrong.
I'm fine with mod suggestions, because to be honest, during this process people have pointed out mods to me that I never knew existed back then, which look like they were pretty cool to play with!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Currently I only have these mods installed:
Forge 10.13.2.1307
Intermediary
- All RP2 modules except for Control, which crashed on startup
Baubles 1.0.1.10
Thaumcraft 4.2.3.5
BetterStorage 0.12.0.124
Monoblocks and Vehicular Movement: The greatest additions to a modern Minecraft city. Grab them here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2236322-goldensilver853s-mod-hub
You are now breathing manually.
I noticed that RedPower tubes are indeed not rendering items in them anymore, just as I've been told. I'll figure that out.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
I'm not sure yet why the Blutricity machines don't render. I'll probably look back at that when I finish my GUI code improvements, which will hopefully fix them for Thermal Expansion, Forestry, and make RP2's sync properly.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
The three that come to my mind: Dimensional Doors, Mystcraft (0.9.5, not 0.10.x -- for the COG interaction), and Grey Goo.
More to the point, 147 was around for a while, and things got stable -- after that, some updated to 152, some updated to 162, others to 164 -- and the "all together" never really happened again.
===
Am I correct in thinking that the 125 mods, even though they are "client-only", will work properly if the client does "Open to LAN"? If so, that might be a good way to do multiplayer with these old mods.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?