Note that I suggest you follow the guides mostly in order because it is a really big jump from 1.7.10 to 1.12.1 and so you kinda need to look at all the updates in between as well. Hope it helps.
The amount of work really depends on what your mod does. Some things like entities really haven't changed much, except for the BlockPos system and Capabilities replacing Extended Entity Properties. On the other hand, things like block models, achievements, registries, and recipes have changed a lot...
Note that I suggest you follow the guides mostly in order because it is a really big jump from 1.7.10 to 1.12.1 and so you kinda need to look at all the updates in between as well. Hope it helps.
The amount of work really depends on what your mod does. Some things like entities really haven't changed much, except for the BlockPos system and Capabilities replacing Extended Entity Properties. On the other hand, things like block models, achievements, registries, and recipes have changed a lot...
This hits the nail on the head. Yeah, this project is quite lofty in terms of upgrading.
It actually has a lot of custom systems and changes the way you craft tools, weaponry and armor in particular as well as adding weight and slowed movement from different armor types. There's a few systems that are probably going to be bothersome to port over such as the ability to heat metal and hammer it on an anvil in order to make said equipment.
I'd imagine, for lack of a better term, this is going to suck ass. But I'll get it done.
Hey there, guys. I was wondering if there was an in depth explanation and / or guide on moving my mod forward from 1.7.10 to 1.11 or 1.12?
I'm coming back after a long hiatus and have seen that a lot has changed. Thank you!
A lot has changed.
The things I can remember from the top of my head are:
1. Major Item/Block changes. GameRegistry is deprecated now, use RegistryEvents for registry.
2. Model loading process changed. Item/Block models changed to separate json files/Model loaders.
3. Recipes in 1.12 require separate json files.
4. Potions are now much easier.
5. IEEP removed. Now use capabilities.
Most likely, though, this is not everything.
A good idea would be taking a look at some good tutorials. I recommend this one.
Thank you for the bullet points. I'll take a look at the link.
I have a bunch of information you can use to give you many ideas on what needs to be done. My tutorials here (http://jabelarminecraft.blogspot.com/p/minecraft-modding-general-tips-for.html) and here (http://jabelarminecraft.blogspot.com/p/minecraft-modding-updating-your-mod.html) gives a bunch of advice on how to generally do upgrading and also has specific guides to update from 1.7.10 to 1.8 then to 1.10 then to 1.12.
Note that I suggest you follow the guides mostly in order because it is a really big jump from 1.7.10 to 1.12.1 and so you kinda need to look at all the updates in between as well. Hope it helps.
The amount of work really depends on what your mod does. Some things like entities really haven't changed much, except for the BlockPos system and Capabilities replacing Extended Entity Properties. On the other hand, things like block models, achievements, registries, and recipes have changed a lot...
This hits the nail on the head. Yeah, this project is quite lofty in terms of upgrading.
It actually has a lot of custom systems and changes the way you craft tools, weaponry and armor in particular as well as adding weight and slowed movement from different armor types. There's a few systems that are probably going to be bothersome to port over such as the ability to heat metal and hammer it on an anvil in order to make said equipment.
I'd imagine, for lack of a better term, this is going to suck ass. But I'll get it done.
This is the project on Github, if you're curious.
https://github.com/Sirse/MineFantasyII-Cont/releases