I'm fairly certain the old launcher will stop working once this change goes through, as it hasn't been updated in years. Unless Forge or Mojang decide to support Forge 1.6.4, it's unlikely that'll change.
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Nov 4, 2020HondaAutomobiles posted a message on JAVA Account Migration: What You Need to KnowPosted in: News
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Oct 22, 2020HondaAutomobiles posted a message on JAVA Account Migration: What You Need to KnowPosted in: News
Any idea what the new login API will look like so far? If I had to guess, it'll probably be some OAuth2 login like for any Microsoft account integration, instead of the authentication being handled by a third party launcher or website (which is great for security, but will break essentially every account related service ever). Would be nice if there was some updated documentation in advance, so developers can update accordingly.
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I would say that 1.8 is when things went wrong. First off, Mojang was sold to Microsoft. As if that's not bad enough as it is, Minecraft Forge changed "vital API" (quote from mod developers) and the amount of good mods for 1.8 decreased. I'm not saying that good mods don't exist on 1.8 or higher, I'm saying that large and great mods like MC Helicopters and Call to Battle among others didn't update to 1.8 because of Forge API changes. Then, 1.9 came around and ruined combat, 1.10 came out (wait...did anything change in 1.10? I can't remember...), followed by 1.11 (can't remember what changed either) and never gave the modding community time to breathe. Now since I'm not a mod developer myself, I can't tell exactly how hard it is to update a mod from 1.8 to 1.11, but I know some mod developers which refuse to update to 1.8. Mods in post-1.7.10 have been overcome with "command block creations". Now I have nothing against command blocks themselves, or the creations. But I do not like "command block creations" as a replacement for great mods. Other than the mods and Microsoft owning Mojang, 1.9 and 1.10 and 1.11 just don't seem to add that much. Shields are too fragile to make a good enough impact, the End being redesigned (at some point, but I can't remember if it was 1.9 or 1.10...or 1.11...) doesn't really impact the over all experience that much, and the two new mobs that were added...the Shulker and the other one...just don't seem that interesting or revolutionary. Minecraft, from 1.8 to 1.11, doesn't seem to have changed all that much to be worthy of the jump in version numbers.
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Well, considering everything, you would probably want to have a KCauldron server (https://repo.prok.pw/pw/prok/KCauldron/) so you can run mods and plugins. Then you would need a plugin that would reset the map after every lucky block race, which to my knowledge, there is no such plugin. I'd be glad to make a plugin and maybe host a server (maybe...) if there is enough support and interest in such a server, but other than that...
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Good to know, I've never heard of JourneyMap before.
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Certainly. Minimaps were made for this very reason. They have many features and advantages, but the only major downside is that they will usually require either LiteLoader (http://www.liteloader.com/) or Forge (http://minecraftforge.net/). If you don't like the idea of modded Minecraft, then I guess you can record the coordinates for X, Y, and Z from the debug menu (press F3). Otherwise, here are some Minimap mods.
1. VoxelMap (requires LiteLoader) https://minecraft.curseforge.com/projects/voxelmap:
This is my personal favorite, a lightweight minimap that shows plays and mobs, as well as your surroundings on a map in a corner of your screen. Waypoints (which is what you would use to keep track of locations) are visible as beacons in the main world.
2. Xaero's Minimap (requires Forge) http://www.minecraftforum.net/forums/minecraft-mods/xaeros-minimap
Very similar to VoxelMap, but this time for Minecraft Forge. Has many of the same features as VoxelMap.
3. Honorable mentions:
REI's Minimap (abandoned since 1.6.2)
Zan's Minimap (now VoxelMap)
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Hm...that's odd because I haven't seen any dimensional doors spawning at all. That, plus the client crash.
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Okay, so if I understand correctly, the original schematics are available in the source code, they just aren't enabled? You said that the actual schematics are included but not the json files needed to load them, so how would I load the dungeon schematics then?
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I was actually talking about the 1.7.10 version - sorry, I should've specified.
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Yes, and would also be nice if there were dungeons. I know you can load them with some command or whatnot, but some native ones would be nice. If they already exist, I have been unsuccessful in finding any.
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I can in fact confirm that dimensions crash on multiplayer.
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No problem, glad to help.
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Haha, no I meant that in 1.7.10, Forge now handles IDs for mods, usually they are now something like clonecraft:empty_needle or minecraft:stone, removing the need to have specified number IDs for every item. I can't remember where I heard that, and couldn't find any sources, but I'm pretty sure it's
sincein 1.7.10 that they made the change to the new ID system. Number IDs still show up, but they're determined automatically.1
Minecraft mod ID handling was removed since 1.7.10, so I doubt that's the problem.
Maybe Forge 1614 will work better, but if you're certain Clonecraft and Rival Rebels are the cause...
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Just wanted to correct your English, like you asked:
"Please, If i have grammar or spelling errors, correct me. You will help improving my english." It should say "Please, if I have grammar or spelling errors, correct me. You will help improve my English.".
I would recommend installing 64-bit Java if you haven't already (looked like you did from the crash report, but I just wanted to make sure). Also, maybe adding the -Xms parameter to the JVM would help, but not entirely sure. Do other launchers work for you?
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The modpack was using a slightly buggy version of CTB at the time, so it crashed sometimes. This was fixed already. Also, the launcher handles memory just fine, but you need 64-bit Java to set the RAM higher than a gigabyte or so, and the version of Java selected by the launcher might have been different from the normal Minecraft launcher. That's what the Java heap size error was referring to. I'll see if I can change the launcher code and have it look for 64-bit Java before 32-bit, but no guarantees. The Java version being used can be changed in the console tab.
(v1.0 has the "Using Java at:" text box, v1.0.0.1 uses the launcher settings dialog).
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Man, you really did your homework!
That launcher technically works, but I'm working on a new one which works better (but has a couple bugs, which I'm working on fixing). If the old launcher works for you, then that's perfectly fine, it'll still be supported in the near future.