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
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.
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
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.
Yes, the code to add recipes is there in Forge, but you shouldn't use it. Gonna quote diesieben07, one of the Forge team members, here: "1.13 brings data packs ("resource packs for servers"). This will eventually bring recipe syncing (client downloads recipes from server). This is not possible with code-based recipes." We might as well tackle the dreaded .json recipe system now rather than waiting. Surprised addShapedRecipe() wasn't privated or deprecated in the 1.12.2 versions.
think about it this way if 300 mods used 100 recipes the file time goes way up rather then just keeping it in the actual code. I like the 1.13 version of it where it's optional to have the recipe in json just a location it looks for.
It's not a lie. If it was a lie we wouldn't waste our time redoing recipes for no reason.
literally have code to add recipes that are not jsons in 1.12.2 same arguments see here. If you need help with this you can join my discord evil notch lib > faq > discord.
public static void addShapedRecipe(ItemStack output, Object... params) public static void addShapedRecipe(ItemStack output, Object... params)
{
GameRegistry.addShapedRecipe(new ResourceLocation(MinecraftUtil.getActiveModDomain() + ":" + recipeIndex++), new ResourceLocation("recipes"), output, params);
}
Where the recipe index is the recipe id doesn't have to be number could be manually specifically named but, not necessary.
I found a mod compatability issue. Here is a list of the Mods I currently have installed bellow. The rest of the items work fine, it is just the divine shickaxe. Whenever I try breaking blocks in survival mode with it it crashes my game.
it's called a config for a reason you need to config the ids
Code recipes have been removed due to the use of jsons now
that is a lie. In 1.12.2 still usable using GameRegistry.addRecipe(). Also will always exist in code whether or not it's private mapp/method is another story.
glad you liked it. Make sure to get this program ready right before holidays in case they push a resource pack that nobody knows about till the day of.
We can only help you if you send the crash log. File size doesn't mean much regarding performance - most of it comes from the mod's sounds and music anyways which doesn't impact performance at all, so I doubt that's what's causing your crash. Maybe you have allocated too little memory to the game, but I can't know without the crash log.
This mod seems to have so many files it overloads my game and it crashes. I'm using Forge 14.23.5.2807.
not sending or reporting issues will result in no issue being fixed. There are not 1/6 of the planet playing the game anymore so if you don't report it it probably won't get fixed
0
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.
0
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
0
then get ready for a bad broken port.
0
divine rpg is also not 1.12.2 and this mod hasn't released it's beta yet point still invalid
0
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
2
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
0
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.
0
think about it this way if 300 mods used 100 recipes the file time goes way up rather then just keeping it in the actual code. I like the 1.13 version of it where it's optional to have the recipe in json just a location it looks for.
0
literally have code to add recipes that are not jsons in 1.12.2 same arguments see here. If you need help with this you can join my discord evil notch lib > faq > discord.
public static void addShapedRecipe(ItemStack output, Object... params) public static void addShapedRecipe(ItemStack output, Object... params)
{
GameRegistry.addShapedRecipe(new ResourceLocation(MinecraftUtil.getActiveModDomain() + ":" + recipeIndex++), new ResourceLocation("recipes"), output, params);
}
Where the recipe index is the recipe id doesn't have to be number could be manually specifically named but, not necessary.
0
for 1.7.10 use my forked and fixed version and no one can help you if you don't post the crash either in pastebin.com or a spoiler
0
it's called a config for a reason you need to config the ids
0
that is a lie. In 1.12.2 still usable using GameRegistry.addRecipe(). Also will always exist in code whether or not it's private mapp/method is another story.
0
you will always be able to use code for recipes why change it?
0
glad you liked it. Make sure to get this program ready right before holidays in case they push a resource pack that nobody knows about till the day of.
0
lolz
not sending or reporting issues will result in no issue being fixed. There are not 1/6 of the planet playing the game anymore so if you don't report it it probably won't get fixed