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    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]
    Quote from Valiec2019»

    The web server issue is known and I'm working on fixing it. Something's running too slowly (which explains the 504s).


    can't you just upload it to curseforge please

    Posted in: Minecraft Mods
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    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]

    website is down again. Could you either use mediafire.com or use curseforge both are free and simple to setup and use

    Posted in: Minecraft Mods
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    posted a message on Arcana RPG - 5 Dimensions - 100+ Mobs - Bosses - Minibosses - Updated July 15 2016

    all the other rpg mods that are good are porting to 1.12.2 or already 1.12.2 could you please port it to that version?

    Posted in: Minecraft Mods
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    posted a message on DivineRPG - 8 New Dimensions ♦ 115+ New Mobs/Bosses ♦ Hundreds of New Blocks and Items ♦ Unique Weapons and Armor

    so where is 1.12.2? I heard it was about done or something so that you can have this, aoa, and journey into the light.

    would donating make it appear within a month?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] More Fun Quicksand Mod - Adds 30 types of Quicksand!

    this mod uses data watchers instead of using capabilities and or adding your own data list. conflicts with basically vanilla almost you can't have this and aoa. I don't like forge capabilities either they are written porly. But, if your in 1.12.2 you can use my library Evil Notch lib which allows you to mod with ease and provides my own easy to use capability system. However like forges you need to manually sync client and server

    I am working on a mod which extends potion ids to byte and data watchers to byte as well

    Posted in: Minecraft Mods
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    posted a message on Silk Spawners Mod ~ 1.6.3 Aether Fix: Mounting Update Part 1
    Quote from alexandru20111»

    i hope will support journey into the light,divine rpg and advent of ascension in 1.12.2 since all three mods can now be played together in 1.12.2


    it does already

    Posted in: Minecraft Mods
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    posted a message on Port Forwarder 1.1 UPNP

    1.1


    made it easier to:

    configure the port
    close/open ports
    change tpc/udp types
    all of this is in the new config file

    Posted in: Minecraft Tools
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from Dizzlepop12»

    Oh yeah, we haven't even finished porting to 1.12, so let's spend an immense amount of time porting the mod to an outdated version that is at the end of its life.


    1.7.10 from 1.8.9 wouldn't be too hard 1.12.2 to 1.7 would be

    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from blazier1345»

    Cool JITL and AOA and divine rpg


    JITL should be backported to 1.7.10 so you can also have stuff like the shadow world mod and alot of other rpg mods with it.

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from ded_pihto40942»

    I still cant start this mod with OptiFine. I use Betweenlands 3.4.4 and OF from D1 to E3 versions

    If i put OF in mods/1.12.2/optifine or mods/1.12.2/OptiFine_1.12.2_HD_U_E3, for example, OF not working.

    If i put OF in mods/1.12.2/ i see this


    sounds like an asm incompatibility either optifine or the betweenlands asm is improper either way support should be able to still happen as many people have done it before

    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from DiamondWalker»

    It being beta doesn't mean anything as long as it's playable. There IS someone unofficially porting divine rpg named nicosaurous rex, who even has a discord where people can download a copy. He's the same person who ported Aether 1 to 1.12.


    then get ready for a bad broken port.

    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from DiamondWalker»

    It's being ported to 1.12 by someone.


    divine rpg is also not 1.12.2 and this mod hasn't released it's beta yet point still invalid

    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]

    man divine rpg have to fix the rainbour spawn rate even i encounter them in JITL dimensions



    divine rpg doesn't make them span in joreny's dimensions it's an issue with your config biomes/dimension ids.

    Also since when is divine rpg in 1.8.9? last time I checked it was 1.7.10

    Posted in: Minecraft Mods
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    posted a message on Port Forwarder 1.1 UPNP

    Open Your minecraft world to the internet or any game that uses TCP/UDP

    1. start minecraft
    2. open to lan either on server or client
    3. port forward the same port the lan is running on
    4. go to ipchicken.com find your public ip adress
    5. use your public ip + ":" + port and send that to your friend
    6. close the port when you are done playihng if you want to be secure

    Download:
    https://www.mediafire.com/file/7xviqlo6x3lpktj/PortForwarder-1.1.zip/file

    Legal:


    https://github.com/adolfintel/WaifUPnP and is under GNU Lesser General Public license
    my forked/open source is found here: https://github.com/jredfox/WaifUPnP

    In default minecraft clients the port will change every time. To get around this use a mod. Make sure UPNP is enabled through your router

    Posted in: Minecraft Tools
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    posted a message on Minecraft Deobfuscator (2019 Update) - Deobfuscation of Minecraft Code
    Quote from Videogamer555»

    I've got a better idea for a deobfuscator.


    How about a deobfuscator that automatically generates deobfuscated names, and therefore eliminates the need to download a separate mapping file. Each time it runs into a collision between a class name and a package name or function name or field name, or any combination of these that can cause a collision, it resolves the issues by generating a unique name such as class_1234 or something like that. It then scans all the other files for references to that class, package, function, or field, and fixes the references as required. It then increments the number portion of the name, each time it discovers a new class, package, function or field that needs renaming. The output of this deobfuscator is a jar file containing all of the renamed code, and also a separate mapping file that can be used to re-obfuscate later.


    To make a mod, simply decompile the deobfuscated jar with whatever decompiler you prefer (such as JD GUI). Then after editing the source code, use whatever Java IDE you prefer (such as Netbeans) to recompile (or if you only need to recompile a few class files to make your mod, you can use javac.exe directly from the command line). The last step is to use the deobfuscator with the command line switch -reobfuscate, in conjunction with the map file auto-generated in the first step, to reobfuscate the class files in the output jar. This jar file would contain the modified and reobfuscated class files, which could then be directly copied into the original game jar file to replace the corresponding class files to install the mod.


    Because no original mapping file would be needed, this would work on very old versions, for which the makers of MCP have not created mapping files, such as Classic and Indev versions of Minecraft. While such deobfuscated class names, method names, package names, and field names would not convey their purpose like level.class or something, any names involved in a collision would be changed to be absolutely unique with classes that got renamed so they would always start with "class_" and methods (functions) that got renamed would always start with "method_" etc. This GUARANTIES that they could be recompiled, as there would be no collisions between the names. And this means that simple edits to the source code could be performed, by simply looking at the source code and guessing the functionality of a given variable or function, based on the context in which it was being used (such as a String variable getting set to the name of a level file, indicates that the variable in question is being used in the level saving or loading process).


    Because the deobfuscation process generates a mapping file, if that mapping file were in plain text (such as CSV), then when one did find the functionality of a class or function, they could manually rename it in the mapping file, and then use the edited mapping file to again deobfuscate the game's jar file but this time including the filename of the mapping file (instead of no file name). Now instead of generating a mapping file, it would load the existing (and edited) mapping file, and generate class file names, method names, field names, and package names, which much more accurately describe their functionality.


    No. You don't need more then actually two files ever. One is for mdk the other is for obfsucated. It tells forge wheat to turn the stuff into srg for obfsucated and readable names for deobfuscated.
    d

    For this you only ever need one file it deobfuscates them depending upon the code will determine the file you use.

    Posted in: Minecraft Tools
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