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New Modpack in 1.6 with 1.2 mods


Aci H

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I'm strongly considering making a modpack in 1.7.10 but I want to use Equivalent Exchange 2 which is still in 1.2.5, I wanted to download the mod in 1.2.5 and update it myself, do you think that I would be able to do it? I have eclipse and everything I need to write in Java. I have help from people to write in Java.

Edited by Aci H
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I won't say it's impossible, but EE2 will not have aged gracefully - 1.3 removed singleplayer, which EE2 was primarily coded for; 1.7.2 removed IDs, which I'm guessing EE2 uses to specify EMC values.

 

You might be better off starting from more recent mods like EE3, Aethercraft and Xeno's Reliquary, because you will be able to get around much of the painful porting. (All of those mods are open-source, unlike EE2, so the armchair lawyers won't bother you if you base your work on them.)

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You're going to have a really hard time porting this mod.  A lot changes over these versions.  As planetguy said, the most drastic you would be facing is between 1.2.5 and 1.3 where the client/server integration happened.  That alone will require you to put a lot of work into merging the separate client and server versions of EE2 into a single mod.  The next worst is between 1.4 and 1.5 when all textures had to be separated out and registered by their respective blocks so that they would get merged into the primary texture atlas (which was a big performance improvement).  1.5 to 1.6 was a bit less significant, more change to how resources are used was the biggest thing I remember, so you can usually skip 1.5 entirely when thinking about porting.  1.7 changed networking a bit and started doing away with block and item IDs.  

 

I've personally spent considerable time working on bringing 1.4.7 code to 1.6.4 (as a stepping stone to 1.7.x from there), and even that was a major pain.  Bringing 1.2.5 mods is far worse.

 

But you might be happy to know that in the case of EE2, people are already doing it.  Some people have tried to rewrite the mod to be entirely faithful, others just try to replicate what it did.  Project: Exchange is the most recent I heard about.  That, and another from someone who was still waiting for permission from X3no for their direct clone, but I don't think that's coming.  

 

I agree with planetguy that it's not impossible, it's all just a matter of how dedicated you are to making your own port, and how close you want it to be without treading on others' toes.

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I won't say it's impossible, but EE2 will not have aged gracefully - 1.3 removed singleplayer, which EE2 was primarily coded for; 1.7.2 removed IDs, which I'm guessing EE2 uses to specify EMC values.

 

You might be better off starting from more recent mods like EE3, Aethercraft and Xeno's Reliquary, because you will be able to get around much of the painful porting. (All of those mods are open-source, unlike EE2, so the armchair lawyers won't bother you if you base your work on them.)

Seriously?!? They removed IDs?

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Seriously?!? They removed IDs?

 

In 1.7 they're not totally removed, it's still possible to access them, but most of the standard game methods now work with a block's class (or sometimes string ID) rather than the old numeric versions.  This is nice because you don't have to configure any of this anymore to play the game, it just auto-assigns them and keeps track in your world save.  It doesn't take care of IDs for potions, villagers, dimensions, enchantments, biomes, etc, though.  But at least that's far less of a hassle, if you even encounter a problem.

 

Even though they can still be accessed, it's best to move away from them entirely, because with the introduction of block states in 1.8 (which is designed to replace metadata) the old block IDs will be far less relevant to what is actually in a space, since a single block will be capable of taking up multiple block IDs.

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You're going to have a really hard time porting this mod.  A lot changes over these versions.  As planetguy said, the most drastic you would be facing is between 1.2.5 and 1.3 where the client/server integration happened.  That alone will require you to put a lot of work into merging the separate client and server versions of EE2 into a single mod.  The next worst is between 1.4 and 1.5 when all textures had to be separated out and registered by their respective blocks so that they would get merged into the primary texture atlas (which was a big performance improvement).  1.5 to 1.6 was a bit less significant, more change to how resources are used was the biggest thing I remember, so you can usually skip 1.5 entirely when thinking about porting.  1.7 changed networking a bit and started doing away with block and item IDs.  

 

I've personally spent considerable time working on bringing 1.4.7 code to 1.6.4 (as a stepping stone to 1.7.x from there), and even that was a major pain.  Bringing 1.2.5 mods is far worse.

 

But you might be happy to know that in the case of EE2, people are already doing it.  Some people have tried to rewrite the mod to be entirely faithful, others just try to replicate what it did.  Project: Exchange is the most recent I heard about.  That, and another from someone who was still waiting for permission from X3no for their direct clone, but I don't think that's coming.  

 

I agree with planetguy that it's not impossible, it's all just a matter of how dedicated you are to making your own port, and how close you want it to be without treading on others' toes.

Wasn't it Pahimar that create EE1 EE2 and EE3?

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Wasn't it Pahimar that create EE1 EE2 and EE3?

 

No, Xeno made the mod originally.  When he got tired of it after EE2, he let Pahimar maintain it, but it was decided to never port that version forward.  Pahimar then went on to make EE3 instead.  Xeno made a return for a time with new stuff like Xeno's Reliquary, which was basically a mod of just similar power items to EE2, which was then passed off to someone else when Xeno left again.  But then I think Xeno came back for a time and helped bring it to 1.6.  Though I think he's probably vanished again.  

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