Yes you read that right, Intermediary is a mod that bridges the gap between Minecraft 1.2.5 and 1.7.10. Or at least it tries to, because it's still at an early stage; many things are functional, but many other things aren't.
This is not meant for stable gameplay environments. It's riddled with bugs and unimplemented features. Don't use it on a good save game. There's a very high chance you'll do something to crash the game, possibly so badly that you can't reload the save without removing Intermediary altogether. You'll probably be playing around with it in creative mode for now anyways, so just use a new world. Or better yet, use a completely seperate Minecraft instance.
You'll probably want to have NEI installed (the regular 1.7.10 version), because not all blocks added will show up in the Intermediary creative menu at this time.
If you want to follow development of the project, you could look on my Twitter account, where I tend to post too many images and animations of my progress!
Feel free to post in this thread success you've had with mods, lists of bugs or crashes you've found, how you caused them, screenshots of issues, etc. Being able to recreate them is important in fixing them!
Q. How do I use it?
A. Drop the Intermediary mod JAR into your regular Forge mods folder. Run Minecraft once, and you should see a new folder appear in your Minecraft folder called "Intermediary". Inside there you'll find a new "mods" folder. This is where you put your 1.2.5 mods.
Q. How does it work?
A. Intermediary creates an abstraction layer for 1.2.5 mods which are attempting to access Minecraft, ModLoader, FML, and Forge. Mods believe they're running inside of 1.2.5. Many of the Java classes involved in this abstraction layer are simply empty dummy classes so that the mods will load. Others include behavior to translate actions between the two versions as accurately as possible, despite their sometimes significant differences. The only thing of Minecraft 1.7.10's that the 1.2.5 mods have direct access to is the OpenGL context.
Q. Didn't mods have block and item ID conflicts back then?
A. They sure did, and you get to enjoy that all over again! Mods will not have ID conflicts with 1.7.10 mods; they will however have conflicts with other 1.2.5 mods that you're trying to use. Most mod configs should end up inside of your "Intermediary" directory after you run them for the first time, so you'll be able to edit them from there to avoid any issues.
Q. Mods were separate for client and server in 1.2.5. How does that work now that the client and server are integrated?
A. Intermediary currently only uses 1.2.5 client mods. Functionality is transparently encapsulated and synchronized across the client and server, and works for things such as tile entities and containers. As far as the 1.2.5 mods are concerned, they're still running on a 1.2.5 client. This still results in synchronization issues with some things currently, however, such as item stacks, certain inventories, entity data, etc.
Q. Can I run this on a server?
A. Not currently, but this may be possible in the future.
Q. What mods work?
A. At this point, not many. And the ones which do work usually have a number of issues. Compatibility entirely comes down to me running a mod and then implementing the classes/fields/methods that a mod is trying to use.
Mods used during the development of this mod are: (Note: All are the client-side versions)
RedPower 2 pr5b2 - Red alloy wiring works, tubes and related blocks work (for the most part), logic devices work, microblocks work (but have to be crafted since they're not available from the creative menu or NEI), Blulectric machines work, frames work (but with rendering glitches), computers work, worldgen, etc.
Equivalent Exchange 2 v1.4.6.5 - Most of the machines work, overall. Collectors, Relays, Condenser, DM Furnace, etc. A few of the items kind of work (such as the Vulcanite and Evertide Amulets, Destruction Catalyst, etc).
Buildcraft v2.2.14 - Engines mostly work, item pipes kind of work (item stack sync issues result in problems piping items into chests, and there are item rendering issues), tanks work for water and lava, fluid pipes work, the quarry will dig blogs but doesn't render the arm. Engines and power pipes will indeed explode if you let them!
IndustrialCraft 2 v1.97 - It loads, but the energy net is a bit flaky. Some machines will work. Worldgen works.
Iron Chests v3.3.1.21 - Works, for the most part. Chest lids get stuck. Item rendering in crystal chests might be screwy for some things, especially vanilla items.
Nether Ores v1.2.1 - It loads, you can place the blocks, that's it.
Thaumcraft v2.1.6d - It loads, some blocks can be placed and used, worldgen, portable hole works, not sure what else.
Forestry v1.4.8.7 (BC2 API version) - Farming machines work, engines work, worldgen, etc.
Thermal Expansion v1.0.4.2 (BC2 API version) - Machines work, GUIs work, compatible with BuildCraft, etc.
Portal Gun v2 and v3* - Faith plates and portal frames kind of work, portal guns sometimes work, it's buggy! (NOTE: Set seeThroughPortals=0 in its properties file in the mods directory)
More Creeps & Weirdos v2.62a** - It loads, that's all! Requires CustomMobSpawner (tested using v1.5.1).
Railcraft v5.3.3 - Coke oven works, water tank forms but doesn't collect, blast furnace won't lock into form, most blocks don't work, some items don't render but will when placed.
ComputerCraft v1.4 - Loads, that's it.
CameraCraft - Loads, but doesn't appear to work, items have broken rendering.
Balkon's Weapon Mod - Entities will render, knife and dynamite can be thrown but don't work well, most stuff is broken.
Please note that there are currently major GUI bugs which affect all mods running in Intermediary. This affects the player inventory as well when you have an Intermediary-based GUI open.
*PortalGun requires you to move everything from the inner "portalgun" folder into the root of the zip before it'll work, since it normally had weird installation instructions for the time, but can still work with Intermediary fortunately with this method.
**More Creeps and Weirdos requires you to take the MoreCreepsAndWeirdos.zip archive out of the main zip and use that in your Intermediary mods folder. Don't worry about the resources, they won't work right now anyway.
Implemented workaround for crash from breaking some TC2 blocks due to Forge introducing incompatibility in 1.7.10 for breakBlock calls
Implemented some EntityFX support, particles in TC2 appear to work properly
Reworked item usage to improve client/server compatibility, resolves putting disks into RP2 disk drive
Fixed crash with TC2 when fetching ItemStack info
Improved tool support, RP2 and other mods with tools should work now
Implemented custom tool materials
TC2 tool special abilities somewhat working, though some actions only affect client side for some reason
Prevented TC2 GUI crash
Implemented TextureFX, various animated things render now, like RP2 frame motors, BC liquids, TC2 liquid vis, etc
Fixed bug in timing of client world ticks
Added a more universal system for dealing with static fields used in world ticks
Misc crash fixes
Build 007 - March 12th, 2015
Portal guns work a tiny bit, but are still really glitchy
Reworked item/block/stack name localizations, most mods now show proper names
Fixed a crash with RP2 deployers that got introduced during build 006's development
Connected some chat messages, RP2 voltmeter prints to screen now
Added support for ICraftingHandler, RP2 saws now properly take damage when crafting microblocks
Added texture info for some vanilla blocks, makes various RP2 microblocks render properly
Added worldgen support
Added better biome conversion
Added better block color override support
Bridged various block harvesting functionality, things now take time to break, most have proper drops now
Limited lava detection during worldgen to 10%; prevents out of control RP2 volcanoes due to newer 1.7.10 worldgen
IC2 tree tap can be used on rubber trees
Thaumcraft 2 fixes, worldgen works, Goggles of Revealing work, Eldritch Monoliths can be opened, Arcane Singularity works, etc
Implemented random and scheduled block updates
Build 006 - March 5th, 2015
Added synchronization of item stack NBT data
Destruction Catalyst in EE2 now destroys blocks
Fixed EntityItem bug that caused certain stacks to be empty and appear with only a shadow
Implemented a player inventory sync, Destruction Catalyst consumes glowstone now. (Reverted somehow, only sometimes works)
Evertide Amulet can place water, Volcanite Amulet places lava
RP2 Deployer doesn't lose entire inventory after activation now
Implemented basic entity rendering, particularly for EntityLiving, but it's mostly broken
Found client/server separation-related bugs, then made GUIs work better than at any point so far
Volcanite and Evertide Amulet can launch projectiles (but they don't render yet)
Armor can be equipped, but it doesn't render yet and doesn't offer protection
Fixed client/server separation bug with EntityItem
Added more entity-related functionality, items are attracted by Black Hole Band on Dark Matter Pedestal in EE2
Fixed some issues with BuildCraft 3, things like assembly table will work (with bad laser rendering)
Fixed some Thaumcraft 2 crashes, Portable Hole now works
Implemented some support for mod load order priority
ComputerCraft and Balkon's Weapon Mod will load, most is broken
Fixed some entity rendering, cannon and training dummy in Balkon's Weapon Mod appear correctly
Entities can receive damage
Sychronized more entity stuff, dynamite and knife can be thrown in Balkon's Weapon Mod
Build 005 - February 26th, 2015
Fixed ray casting bug, IC2 cables can be broken
Various little fixes to avoid some IC2 crashes
Fixed some timer issues, IC2 energy net now somewhat works
Replicated some TileEntityFurnace functionality, IC2 generators will burn coal properly, everything else uses generic amount
Fixed enough stuff to let Thaumcraft 2 start again
Improved ModelRenderer support, things like BC refinery and TC2 blocks look much better
"Fixed" render passes, RP2 lamps and TC2 blocks look far more correct
Made all unknown 1.7.10 blocks use a generic 1.2.5 block ID, avoids crashes in mods like RP2 which access the block array directly
Implemented hack workaround to prevent second render pass from vanishing after chunk sorting. Will fix properly later.
Portal Gun works (kind of)! Faith plates and portal frames, at least, not the gun due to entities.
Added entity watcher, synchronizes basic changes made to entities on 1.2.5 side into 1.7.10
Improved GUI rendering a bit, fixes PortalGun GUI issues
Fixed bug forcing you to relog after placing certain blocks before their GUIs would update, like BC engines
Got More Creeps & Weirdos to start, fixed some crash bugs, but it's far from working due to entities
Railcraft starts, coke oven cooks, water tank forms but doesn't seem to collect water, lots of broken stuff
Build 004 - February 24th, 2015
Fixed class mapping, should let RedPower 2 Control start
Fixed bug preventing Forestry from starting
Fixed lots of things to allow various Forestry machines and engines to work
Rewrote item rendering to support Forestry layered items
Fixed rendering for certain vanilla render types
Rewrote a lot of the container code, some GUIs work better, some not as well (player inventory doesn't update while in GUI, BC engines require logging back into world once after placing)
Fixed stuff for RedPower2 deployer to work, but it swallows its inventory after one activation
Fixed block drops, BuildCraft quarry now spits out items, etc
Fixed item stack limits (with the unfortunate side effect that RP2 saws don't stack now but are still eaten after crafting for some reason)
Build 003 - February 21st, 2015
Major GUI overhaul, still with a lot of bugs, but RP2 logic devices work more accurately, and sync with the server.
RP2 screwdriver syncs with server now
RP2 Blulectric power and machines work, including frames and the pump. Frames have buggy rendering during movement though.
RP2 Control computers work but not in release builds yet due to a mapping bug, sorry!
BuildCraft stirling engine works without crashing now
Thermal Expansion GUIs work, machines work, can be powered by BuildCraft engines and pipes, etc
Probably other stuff.
Build 002 - February 19th, 2015
Fixed a bug I accidentally introduced shortly before release of #001, which broke BC pipe rendering and probably other things.
Thermal Expansion will now load!
Other internal things that will eventually make GUIs work better.
Build 001 - February 17th, 2015
Initial release!
If you like what I do enough to throw your hard-earned money at me, it would certainly be appreciated!
I've been stalki- er, I mean following the development of this for awhile, and I can't wait to see the day that I can use Thaumcraft Two again. Keep up the amazinf work, Fyber!
Are other versions planned? (ie 1.4.7 and others) or are you going to focus on1.2.5 instead?
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.
I tried More creeps mod from Here , and it did not work .
Is there something I am doing wrong ? I installed the mod in the right spot . Maybe you would have to make it compatible .
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!
I tried More creeps mod from Here , and it did not work .
Is there something I am doing wrong ? I installed the mod in the right spot . Maybe you would have to make it compatible .
Q. What mods work? A. At this point, not many. And the ones which do work usually have a number of issues. Mods used during the development of this mod are:
RedPower 2 pr5b2 - Red alloy wiring works, tubes and related blocks work (for the most part), logic devices work (but their GUIs don't sync), microblocks work (but have to be crafted since they're not available from the creative menu or NEI), etc.
Equivalent Exchange 2 v1.4.6.5 - Most of the machines work, overall. Collectors, Relays, Condenser, DM Furnace, etc. Most of the items don't, though the Philosopher's Stone does work to transmute blocks.
Buildcraft v2.2.14 - Engines mostly work, item pipes kind of work (item stack sync issues result in problems piping items into chests, and there are item rendering issues), tanks work for water and lava, fluid pipes work, the quarry will dig blogs but won't keep them. Engines and power pipes will indeed explode if you let them!
IndustrialCraft 2 v1.97 - It loads, but the energy net doesn't work, making it essentially useless.
Iron Chests v3.3.1.21 - Works, for the most part. Chest lids get stuck. Item rendering in crystal chests might be screwy for some things, especially vanilla items.
Nether Ores v1.2.1 - It loads, you can place the blocks. No worldgen.
Thaumcraft v2.1.6d - It loads, some blocks can be placed, but I doubt any of it actually works.
Forestry v1.4.8.7 - It loads, but that's about it. Blocks have broken rendering, GUIs don't seem to work yet.
On another note:
Fyber, it would be helpful if you could post links to where we can download these mods, if there is anywhere. Or do we have to rip them out of Tekkit or something. Also, will it matter on a server because I seem to remember something about server/client mods for this version and a few others.
The Meaning of Life, the Universe, and Everything.
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Posts:
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After some testing, in a 1.7.10 environment (Thaumcraft 4.2, Thermal Expansion 4, Flaxbeard's Steam, Optifine, Fastcraft...) with Redpower 2 PR5b2.
*The project table doesn't render or craft anything, but it stores the items just fine, it remembers where I put them and the GUI renders without problem.
*Microblocks are craftable, placeable (the game even "guesses" their placement correctly) and have correct hitboxes. But they're transparent, both in the inventory and in the world.
(From left to right: vanilla crafting table, RP2 project table [the hole] and iron block slab [the invisible thing])
*The diamond drawplate works with the silicon boule and vanilla iron; it doesn't work with copper (TE4, Flaxbeard or even RP2 copper). The handsaw works with the blocks Eloraam defined. However, both of them are stackable, show no damage bar and they're consumed after a single use.
*Mine nikolite = get ruby ore. Mine ruby ore = get more ruby ore [sometimes 2+]. However, Nether Ores recognized nikolite as an ore and made its Nether counterpart. It can be mined, but it's useless.
*If I try to install Redpower Wiring, the game doesn't load and the console spits a bunch of text. Here's the crash report: http://pastebin.com/DXmVrgtj (it also shows other installed mods).
FyberOptic, if this is useful for you, I don't mind continue testing... I'm still amazed, great work
Fyber, it would be helpful if you could post links to where we can download these mods, if there is anywhere. Or do we have to rip them out of Tekkit or something. Also, will it matter on a server because I seem to remember something about server/client mods for this version and afew others.
Several of them did in fact come from Tekkit Classic. Iron Chests didn't, because the one in Tekkit Classic uses an FML feature (sided proxy) that I haven't implemented yet, so I got an older one that didn't use it. I got that from the MCF page, same with Thaumcraft 2 and others. Forestry is from the official site, though people might could pull the one out of some of FTB's old packs too.
If all goes to plan, you'll never need the server-side mods. Even when it's multiplayer-capable, everything from the client mods will hopefully be encapsulated enough for it to not cause any problems.
After some testing, in a 1.7.10 environment (Thaumcraft 4.2, Thermal Expansion 4, Flaxbeard's Steam, Optifine, Fastcraft...) with Redpower 2 PR5b2.
*The project table doesn't render or craft anything, but it stores the items just fine, it remembers where I put them and the GUI renders without problem.
*Microblocks are craftable, placeable (the game even "guesses" their placement correctly) and have correct hitboxes. But they're transparent, both in the inventory and in the world.*The diamond drawplate works with the silicon boule and vanilla iron; it doesn't work with copper (TE4, Flaxbeard or even RP2 copper). The handsaw works with the blocks Eloraam defined. However, both of them are stackable, show no damage bar and they're consumed after a single use.
*Mine nikolite = get ruby ore. Mine ruby ore = get more ruby ore [sometimes 2+]. However, Nether Ores recognized nikolite as an ore and made its Nether counterpart. It can be mined, but it's useless.
*If I try to install Redpower Wiring, the game doesn't load and the console spits a bunch of text. Here's the crash report: http://pastebin.com/DXmVrgtj (it also shows other installed mods).
FyberOptic, if this is useful for you, I don't mind continue testing... I'm still amazed, great work
I'm going to guess that one of the mods you're using, potentially Optifine, is causing a problem. The project table should render, as should microblocks. Redpower Wiring shouldn't crash, either, assuming you're using the same version I mentioned.
The handsaws are misbehaving because I haven't connected some of those more trivial bits regarding max item damage and stack size I guess. I noticed it before too, and it was a bit annoying since I was eating up whole stacks of saws to test microblocks. But there was always some bigger bug to focus on. I'll track it down eventually!
I haven't even tried to mine or break any of these blocks in survival yet because I haven't fixed the bits that control what blocks are supposed to drop. I noticed them today, from the Buildcraft quarry in fact, which appears to be a machine that will end up fixing numerous mod issues once I get it working properly.
All of your information is useful, even if some of the bugs were the result of 1.7.10 mod conflicts. I do suggest you try again without them to better enjoy the mod, even though knowing which 1.7.10 mods cause issues is also good to know!
Is there some sort of "minecraft jar" simulation that files can be placed into?
I grabbed it and took a look. Unfortunately it appears to replace a Minecraft 1.2.5 base class, which means it can't be used as-is. It also uses entities I'm sure, which are currently not implemented very much.
For mods like this, there's potential for me to look into what exactly the base class modifications are doing and possibly write compatibility code specifically for them for when they're loaded. But that's something I'd rather get into on down the road, since there's a lot of other stuff to be fixed for mods that will run without that.
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...
Well, I did some more tests. Clean install, just Forge, Intermediary, RP2 and Tinkers' Construct [to test mod interaction].
Wiring is loading just fine now; the only RP2 module that doesn't is Control.
You were right about Optifine; as soon as I add it, the blocks stop rendering. (Someone mentioned me Eloraam did some custom rendering for her blocks; this might be the cause.)
Without Optifine, the microblocks render with a strange texture but hey, they render.
The alloy furnace ignores copper+tin (from RP2 or from Tinkers' Construct), so maybe it isn't "understanding" the OreDict entries. However, it crashes with an iron chestplate (but only if you put some fuel). Crash report: http://pastebin.com/yMR13YgQ
TCon's smeltery ignores RP2 ores.
Blulectric solid blocks (furnace, alloy furnace) are invisible even without Optifine. A block update simply removes them. The transparent ones (pump, blue wire) can't even be placed.Lamps are working just fine.
Rubber leaves are black. They can be placed in the world, but crash the game when destroyed. Another crash report: http://pastebin.com/TeCxLNgA
Wires connect correctly (insulated wire ignores the other insulated wires depending on colour). They accept signal from dust/blocks, but they don't output signal.
The timer has a similar behaviour - it stops when RS is applied, but it transmits power only to the wires. The GUI works, but it interprets a single click as a double click (so +50ms raises the time to +100ms, and +1s raises it to +2s).
And just for curiosity, I tested a RP2 [NOT Intermediary] bug: middle-clicking yielding funny results. Wire > cobble cover, state cell > timer, basalt bricks > marble. Yep, it was ported correctly. Just like in the old days
Yes you read that right, Intermediary is a mod that bridges the gap between Minecraft 1.2.5 and 1.7.10. Or at least it tries to, because it's still at an early stage; many things are functional, but many other things aren't.
This is not meant for stable gameplay environments. It's riddled with bugs and unimplemented features. Don't use it on a good save game. There's a very high chance you'll do something to crash the game, possibly so badly that you can't reload the save without removing Intermediary altogether. You'll probably be playing around with it in creative mode for now anyways, so just use a new world. Or better yet, use a completely seperate Minecraft instance.
You'll probably want to have NEI installed (the regular 1.7.10 version), because not all blocks added will show up in the Intermediary creative menu at this time.
If you want to follow development of the project, you could look on my Twitter account, where I tend to post too many images and animations of my progress!
Feel free to post in this thread success you've had with mods, lists of bugs or crashes you've found, how you caused them, screenshots of issues, etc. Being able to recreate them is important in fixing them!
Q. How do I use it?
A. Drop the Intermediary mod JAR into your regular Forge mods folder. Run Minecraft once, and you should see a new folder appear in your Minecraft folder called "Intermediary". Inside there you'll find a new "mods" folder. This is where you put your 1.2.5 mods.
Q. How does it work?
A. Intermediary creates an abstraction layer for 1.2.5 mods which are attempting to access Minecraft, ModLoader, FML, and Forge. Mods believe they're running inside of 1.2.5. Many of the Java classes involved in this abstraction layer are simply empty dummy classes so that the mods will load. Others include behavior to translate actions between the two versions as accurately as possible, despite their sometimes significant differences. The only thing of Minecraft 1.7.10's that the 1.2.5 mods have direct access to is the OpenGL context.
Q. Didn't mods have block and item ID conflicts back then?
A. They sure did, and you get to enjoy that all over again! Mods will not have ID conflicts with 1.7.10 mods; they will however have conflicts with other 1.2.5 mods that you're trying to use. Most mod configs should end up inside of your "Intermediary" directory after you run them for the first time, so you'll be able to edit them from there to avoid any issues.
Q. Mods were separate for client and server in 1.2.5. How does that work now that the client and server are integrated?
A. Intermediary currently only uses 1.2.5 client mods. Functionality is transparently encapsulated and synchronized across the client and server, and works for things such as tile entities and containers. As far as the 1.2.5 mods are concerned, they're still running on a 1.2.5 client. This still results in synchronization issues with some things currently, however, such as item stacks, certain inventories, entity data, etc.
Q. Can I run this on a server?
A. Not currently, but this may be possible in the future.
Q. What mods work?
A. At this point, not many. And the ones which do work usually have a number of issues. Compatibility entirely comes down to me running a mod and then implementing the classes/fields/methods that a mod is trying to use.
Mods used during the development of this mod are: (Note: All are the client-side versions)
Please note that there are currently major GUI bugs which affect all mods running in Intermediary. This affects the player inventory as well when you have an Intermediary-based GUI open.
*PortalGun requires you to move everything from the inner "portalgun" folder into the root of the zip before it'll work, since it normally had weird installation instructions for the time, but can still work with Intermediary fortunately with this method.
**More Creeps and Weirdos requires you to take the MoreCreepsAndWeirdos.zip archive out of the main zip and use that in your Intermediary mods folder. Don't worry about the resources, they won't work right now anyway.
Download
Build 008 - (primary) (backup)
Build 007 - (primary) (backup)
Build 006 - (primary) (backup)
Build 005 - (primary) (backup)
Build 004 - (primary) (backup)
Build 003 - (primary) (backup)
Build 002 - (primary) (backup)
Build 001 - (primary) (backup)
Changelog
Build 008 - March 19th, 2015
Build 007 - March 12th, 2015
Build 006 - March 5th, 2015
Destruction Catalyst consumes glowstone now. (Reverted somehow, only sometimes works)Build 005 - February 26th, 2015
Build 004 - February 24th, 2015
Build 003 - February 21st, 2015
Build 002 - February 19th, 2015
Build 001 - February 17th, 2015
If you like what I do enough to throw your hard-earned money at me, it would certainly be appreciated!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
im gay
Thank you!
I thought it was to good to be true
I tried More creeps mod from Here , and it did not work .
Is there something I am doing wrong ? I installed the mod in the right spot . Maybe you would have to make it compatible .
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!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Q. What mods work?
A. At this point, not many. And the ones which do work usually have a number of issues. Mods used during the development of this mod are:
On another note:
Fyber, it would be helpful if you could post links to where we can download these mods, if there is anywhere. Or do we have to rip them out of Tekkit or something. Also, will it matter on a server because I seem to remember something about server/client mods for this version and a few others.
*The project table doesn't render or craft anything, but it stores the items just fine, it remembers where I put them and the GUI renders without problem.
*Microblocks are craftable, placeable (the game even "guesses" their placement correctly) and have correct hitboxes. But they're transparent, both in the inventory and in the world.
(From left to right: vanilla crafting table, RP2 project table [the hole] and iron block slab [the invisible thing])
*Mine nikolite = get ruby ore. Mine ruby ore = get more ruby ore [sometimes 2+]. However, Nether Ores recognized nikolite as an ore and made its Nether counterpart. It can be mined, but it's useless.
*If I try to install Redpower Wiring, the game doesn't load and the console spits a bunch of text. Here's the crash report: http://pastebin.com/DXmVrgtj (it also shows other installed mods).
FyberOptic, if this is useful for you, I don't mind continue testing... I'm still amazed, great work
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1438934-1-2-5-zeppelin-0-31-wip
Is there some sort of "minecraft jar" simulation that files can be placed into?
Several of them did in fact come from Tekkit Classic. Iron Chests didn't, because the one in Tekkit Classic uses an FML feature (sided proxy) that I haven't implemented yet, so I got an older one that didn't use it. I got that from the MCF page, same with Thaumcraft 2 and others. Forestry is from the official site, though people might could pull the one out of some of FTB's old packs too.
If all goes to plan, you'll never need the server-side mods. Even when it's multiplayer-capable, everything from the client mods will hopefully be encapsulated enough for it to not cause any problems.
I'm going to guess that one of the mods you're using, potentially Optifine, is causing a problem. The project table should render, as should microblocks. Redpower Wiring shouldn't crash, either, assuming you're using the same version I mentioned.
The handsaws are misbehaving because I haven't connected some of those more trivial bits regarding max item damage and stack size I guess. I noticed it before too, and it was a bit annoying since I was eating up whole stacks of saws to test microblocks. But there was always some bigger bug to focus on. I'll track it down eventually!
I haven't even tried to mine or break any of these blocks in survival yet because I haven't fixed the bits that control what blocks are supposed to drop. I noticed them today, from the Buildcraft quarry in fact, which appears to be a machine that will end up fixing numerous mod issues once I get it working properly.
All of your information is useful, even if some of the bugs were the result of 1.7.10 mod conflicts. I do suggest you try again without them to better enjoy the mod, even though knowing which 1.7.10 mods cause issues is also good to know!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I grabbed it and took a look. Unfortunately it appears to replace a Minecraft 1.2.5 base class, which means it can't be used as-is. It also uses entities I'm sure, which are currently not implemented very much.
For mods like this, there's potential for me to look into what exactly the base class modifications are doing and possibly write compatibility code specifically for them for when they're loaded. But that's something I'd rather get into on down the road, since there's a lot of other stuff to be fixed for mods that will run without that.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I don't even...
Well, I did some more tests. Clean install, just Forge, Intermediary, RP2 and Tinkers' Construct [to test mod interaction].
Good luck! I cannot imagine this is an easy task!