The Update to 1.8

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AlCapella

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I agree that 1.6.4 isn't going anywhere, and will probably be played for years to come just like 1.2.5 and 1.4.7. Sometimes we hit a nice spot and get one of those versions where all the mods settle and it has a good feel. I think 1.6.4 is one of those. That's why I fixed it for Java 8.

I got bored of my custom 1.7.10 pack, so lately for me it's just been vanilla 1.8 (both playing and tinkering with), along with some 1.6.4 Crash Landing at times when I want mods. As long as we've got interesting packs like that, I'll still be playin' it.

Wanted to thank you for the Java 8 fix. I haven't gotten around to trying it yet, but it might be this weekend. 1.6.4 is definitely a sweet spot (at least for my PC :D ).

Err, have you considered doing a patch for Optifine like karonyix did with 1.6.4 should 1.7 develop the same incompatibility with FTB packs? :)
 
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FyberOptic

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Err, have you considered doing a patch for Optifine like karonyix did with 1.6.4 should 1.7 develop the same incompatibility with FTB packs? :)

I don't actually know what the patch is supposed to fix, so I dunno. I don't tend to use Optifine, coincidentally due to the incompatibilities. It won't even work with my very slim 1.7.10 pack.

Just in typing this, I realized something. I put an Optifine workaround into Redstone Paste to prevent terrible flicker (which then unfortunately messed up its compatibility with certain other mods, like the one that allowed 3d block textures). Since 1.8 changes how blocks are rendered, all of that is probably going to get ripped out. Sounds like I'll probably end up fixing Optifine incompatibilities again one day, one way or another!
 
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Wagon153

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I'm probably going to end up staying in 1.6 until 1.8. I tried moving on to 1.7. But the instability was terrible. Crashes, rendering glitches, chunk generation problems, FPS, corruption galore. I've never had so many problems with a Minecraft version. Then there's 1.8. I have vanilla 1.8 up on my server. Humming along at a constant 2% CPU usage and 5-10% RAM usage. This is with several players.
Oh and my constant 200 FPS(That was 30-60 in 1.7)
 
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Omicron

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The new Sponge server project that the modding community has scrounged together during the past weekend sounds like fantastic news for 1.8. Imagine a fully featured Forge-modded server that allows vanilla and modded clients to connect and play together*, has the stellar performance of Cauldron/MCPC+ without the (rare) mod incompatibilities, has its own Bukkit-like abstraction API to write high-level plugins that don't break between versions, and offers all of that under a license that prevents the current Bukkit brouhahah from repeating again.

And instead of trying to replace any of the abovementioned parties, it'll be produced by said parties (and more) in cooperation! http://spongepowered.org/

Right now this is incredibly "hot off the press", being less than a week old, but if they manage to survive the initial Forge port to 1.8 and get a consolidated project release done, then we might be heading into a spongy future where "Forge" might be just another library downloaded by an overarching server distribution that should satisfy almost any server owner's needs, be they looking to run a Monster-sized modpack or a quaint vanilla experience augmented with a few administration/permission plugins.

With a far better performing and more widely compatible server, modded Minecraft could enter another "golden age" in 1.8, as it has so far seemingly done every even-numbered MC version :p


(* statement of intent from LexManos. Potential limitations or scope as of yet unknown. Manage your expectations to 'cautiously optimistic' level instead of 'omg mind blown' level.)
 

RedBoss

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Well managed fantasies of a world where servers host mods and clients need minmal downloads flit through my mind

"Well managed" fantasies mind you.
 

Omicron

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Considering the largest part of any mod is its textures and sounds, which the server would have to supply, I highly doubt it. The Forge server might send a single "mod block placeholder" texture to a connecting vanilla client via a mandatory server resource pack, to display for every single modded block in the world. The vanilla player would be unable to make out details or open GUIs or interact with special renders and such. That's one possible implementation, and even that has instantly recognizable problems (mod creatures? Being infected with Thaumcraft flux illnesses? Additional dimensions?) which I don't know how to solve.

Clearly Lex is going to perform some unimaginable coding magic to make it happen :p
 

CaptPanda

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Nov 20, 2012
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Considering it's already possible for the client to download resource packs in vanilla, I'm sure it wouldn't take that much tweaking to do mods, or plugin style mods, which I'm sure what Spout was meant to be about. If anything, Forge mods have pretty much become plugins, I remember back when you had to rip your way through the .jar, now you just install forge and paste it in.
 

Lumaceon

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Considering it's already possible for the client to download resource packs in vanilla, I'm sure it wouldn't take that much tweaking to do mods, or plugin style mods, which I'm sure what Spout was meant to be about. If anything, Forge mods have pretty much become plugins, I remember back when you had to rip your way through the .jar, now you just install forge and paste it in.
Manually checking each file name the mods replaced to make sure they wouldn't conflict. I don't miss those days at all.
 

keybounce

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Resource packs for the look of new blocks. Good.
Client not knowing what a block does, and needing a server round trip for everything? Potentially laggy.
Lack of GUI support? Potentially very limiting.

But beyond that?

With no client-side support, you could have infused stone (texture pack), mine it for objects (server supplies the drop on block break), craft something (get recipes from server at login), place pedestals (texture pack), wave wand (activate some code on the server), get update of new blocks with an animation (texture pack?), and bring up the infusion GUI ... almost, well, stopped at the end.
 

buggirlexpres

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Modded players and Vanilla players.... On the same server?
 

mcalpha

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Jul 29, 2019
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Sorry, that won't happen. Mods as we know them from FTB will always require a modded client, as the only viable alternative (downloading code from the server) would be a very bad idea. Any crutches like suggested above are likely to cause a metric ton of hard-to-find bugs and inconsistencies. It would be basically two completely different modes of operation, like back in the day with SMP and SSP. Modders won't want to support this.

It's different for server-only mods ("plugins") in the spirit of Bukkit, which is what Lex' statement was about.
 

keybounce

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To clarify, perhaps: this would let things like Grief Prevention, or OtherDrops, work in a forge server environment, as well as working with vanilla clients.

(Speaking of which, why isn't there a forge equivalent to OtherDrops?)

(EDIT: Bah, left the browser open and didn't hit submit)
 

CaptPanda

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To clarify, perhaps: this would let things like Grief Prevention, or OtherDrops, work in a forge server environment, as well as working with vanilla clients.

(Speaking of which, why isn't there a forge equivalent to OtherDrops?)

(EDIT: Bah, left the browser open and didn't hit submit)
can't people just write mods for server side only? Considering that sponge is going to be working off of forge, I'd assume that it's possible. And considering mods are already sort of like plugins, it shouldn't be too hard, right?
 

FyberOptic

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Jul 29, 2019
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can't people just write mods for server side only? Considering that sponge is going to be working off of forge, I'd assume that it's possible. And considering mods are already sort of like plugins, it shouldn't be too hard, right?

Forge mods can specify which "side" that they're for; they can also specify the "side" for individual methods inside the code. But you still always had to have Forge installed on both client and server regardless or it would bark at you. Technically this new system through Forge to not require a modded client could even be better than Bukkit because you wouldn't be restricted by an abstraction layer, you could still tap straight into the game like we do now with Forge mods (assuming CraftBukkit didn't have some method for this). Though since they're adding Sponge I don't really know how they plan to implement all of this.

I only hope that one day they don't try to make Sponge the forefront of Forge and try to dissuade modders from accessing Minecraft's guts. That's what makes it fun, in my opinion.
 
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Omicron

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What would make you think that they would? Not only is there the sheer mass of Forge mods to consider which would cease to be supported, but additionally, the Sponge team is full of Forge-friendly people. You just have to look at the roster to see it. And besides all the Forge-friendly people, LexManos himself is also on the team. You have to remember that he's not into this purely for fun; it's his life and livelyhood. He works on Forge and its ecosystem fulltime, no other day job besides. Finally, the Sponge mission statement clearly states that Forge will be the cornerstone on which it is all built.

So yeah, I don't see Sponge restricting Forge in any way.
 

FyberOptic

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What would make you think that they would? Not only is there the sheer mass of Forge mods to consider which would cease to be supported, but additionally, the Sponge team is full of Forge-friendly people. You just have to look at the roster to see it. And besides all the Forge-friendly people, LexManos himself is also on the team. You have to remember that he's not into this purely for fun; it's his life and livelyhood. He works on Forge and its ecosystem fulltime, no other day job besides. Finally, the Sponge mission statement clearly states that Forge will be the cornerstone on which it is all built.

It would still be Forge, so I don't see what your factoring Lex into this matters, since he would get downloads regardless. And it would obviously be a gradual thing, they'd implement more functionality into the API over time, eventually tempting some modders who don't need base class access to switch over since it would also mean easier updates and less conflicts (and the cost of less flexibility and more overhead). Then one day when sufficient functionality is supplied, and the majority of mods have migrated, they just start shipping a new workspace which only provides Sponge and Forge access.

I never thought I'd see a day that Forge would stop being a JAR mod, but it happened, even though this makes the game take longer to start. I never thought I'd see the day that Forge would ship with Minecraft turned into a support library, but it also happened, even though this restricts your ability to debug or experiment with parts of the game code. They both are also things which help satisfy Mojang in regards to modding. So it's not unreasonable at all anymore to think that there's a possibility that Forge could one day restrict base class access entirely.

I'm not saying it will happen, I'm saying it loses most of its appeal to me if it does.
 
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