Why is jarmodding not supported in ftb 1.6.4+ ?

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Quetzi

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Aug 20, 2012
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Jar modding support was removed from FML/Forge in 1.6.4 because jar modding requires you to ship (at least some) Mojang code, which is not allowed under the EULA.
 

lenscas

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Jul 31, 2013
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also, I am pretty sure that jarmodding using the vanilla launcher has become a lot more troublesome as you need to create a folder with a specific name and edit some json files in order to make the launcher see it as a correct profile that doesn't need to be updated before launch. Though, I may be wrong about that
 

Celestialphoenix

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Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
Jar modding support was removed from FML/Forge in 1.6.4 because jar modding requires you to ship (at least some) Mojang code, which is not allowed under the EULA.

The EULA is somewhat self-contradictory as it also implicitly allows you to ship some of their code/assets;
"If you've bought the Game, you may play around with it and modify it by adding modifications, tools, or plugins, which we will refer to collectively as "Mods." By "Mods," we mean something original that you or someone else created that doesn't contain a substantial part of our copyrightable code or content..." [Source- 3rd section, 4th paragraph]​
In other words- your mod/plugin/resourcepack ect... can contain some of Mojang's content.
(As 'Some" is subjective Mojang has final say on how much "some" is too much- but from what I've seen "some" basically means 'not the entire game')

also, I am pretty sure that jarmodding using the vanilla launcher has become a lot more troublesome as you need to create a folder with a specific name and edit some json files in order to make the launcher see it as a correct profile that doesn't need to be updated before launch. Though, I may be wrong about that

Yep. 100% total pain in the arse using the new launcher [1.5+] 'designed to make modding easier/accessible'
 
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lenscas

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Yep. 100% total pain in the arse using the new launcher [1.5+] 'designed to make modding easier/accessible'
It is better with forge when it comes to modding though thanks to the profiles. It is also easier to send extra paramaters thus its easier to increase the RAM. These are also based on the profile.

As a result, losing jarmodding is in my eyes not a big loss, not at all. Especially considering that it was always a pain anyway if you wanted multiple of these mods. I actually like it is harder to do as it thus promotes better modding systems like forge.

So, yes the new launcher does what it was made to do. The only reason I use multimc is because I can install forge from withing that.
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
It is better with forge when it comes to modding though thanks to the profiles.

This is because Forge comes with its own installer, which does the whole ridiculous profile setup thing for you. Thats 3rd party software subtly fixing Mojang's mess, not something Mojang added to make life easier.

I'll generally agree with the rest- There are additional useful features, and once it set up its easier to manage different profiles. (before I'd just keep multiple Minecraft.jars for different versions and drop-drag the one I needed. Took about 30 seconds to switch over).
The whole 'rename .JSONS' method of setting a new profile is a ludicrously over-complex re-work of what was simply: drop-drag, delete META-INF and go. All it needed was a simple method to select which .jar to launch (profiles) without significantly changing the install method. Overall a giant leap backwards.​
 
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Heliomance

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for installing liteloader and/or mods like ugocraft or metaworlds. Im just searching for a mod that can take parts of the world and move them in angles or keep them rotating and thats something that seems impossible with forge....

It's not impossible, because Factorization does it. The implementation possibly leaves something to be desired, but it absolutely works as proof of concept.