Gibbynator Posted June 15, 2012 Posted June 15, 2012 Important question, as this will save me a load of time. Forge 3.3.7 claims to have Modloader and ModloaderMP built into itself. I am making a mod that utilizes features from IC2, Buildcraft, Equivalent Exchange, Redpower2 (after I sort out some things with Eloraam), ComputerCraft, and Railcraft. Is Forge 3.3.7 all I would need to make the mod compatible with all of these and Tekkit 3.04? And will this make for easier SMP coding?
gotyaoi Posted June 15, 2012 Posted June 15, 2012 It's not ModloaderMP, it's FML. The king is dead, long live the king. See my post on FML, and why it is a sexy beast. Short version, yes, forge is all you need, as long as all of your dependencies were built with the new forge. Yes, this will make things easier for SMP, as FML's NetworkMod class extends BaseMod.
Neowulf Posted June 15, 2012 Posted June 15, 2012 Any chance that means the global to get the working directory is the same for both server and client now? I don't mind having to comment out a couple includes and the texture preloads, but having to have two different config open lines in my mod_ just bugs me.
gotyaoi Posted June 15, 2012 Posted June 15, 2012 No such luck there. The server is still the server. On the plus side, FML does have a method to get minecraft's directory on the server, on the minus side, it's not named the same as the client one.
Neowulf Posted June 15, 2012 Posted June 15, 2012 Damn. Ah well, things will be interesting once 1.3 hits. Until then I can deal.
Gibbynator Posted June 15, 2012 Author Posted June 15, 2012 So I shouldn't need to worry too much about ModloaderMP, since FML is good. Thanks for the help. I'll get started on the mod as soon as I get confirmation from the authors of the mods I mentioned above.
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