[Client thread/INFO] [FML]: FML has found a non-mod file Born+In+A+Barn+V1.8-1.12-1.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible.
This mod was causing any item in game that supposed to be multiple to out put single item. Example 1 iron ingot becomes 1 iron nugget instead of 9 nuggets.
This is the CurseForge website. All mods are free to use in a modpack, but putting it on a launcher publicly means you have to credit the mods to all mod authors. So the answer is yes, no need to wait for him/her to say yes. You can't even upload mods to this website unless you agree to people using your mod in modpacks to post publicly (Again, with credit.)
That is not correct. You are free to use it any curseforge packs (or private use) because moddevs gain from that too. But any other launcher you have to request permission since you leave the curse ecosystem.
And since money is behind this credit is worth shit. I mean this is the whole "You are an artist I pay you with exposure". So for making packs you have to request permission if they are outside of the curse ecosystem
Is it still needed in 2020? Thanks. Also when I use it on my server it warns it's not a mod and says it may cause severe issues to have it in the mods folder?
All I'm looking for is to make sure I don't write ASM that conflicts with the mod in attempt to fix other ghost loading issues I've noticed. As I have a plan to go through our entire server patching any and all instances I can find. Which will include PR'ing mods, forge, and patching the vanilla game as needed. I also rather avoid creating a competing mod due to lack of knowledge of what your mod provides in terms of ASM.
This mod only changes some things in the village classes it does not even interact with the world itself. It only ensures that the chunks are loaded when doing certain checks. And since villages are a isolated system there is no need to worry about conflicts as long you do not work with the village itself.
I have plans to toy with villages due to issues spotted with farms causing cascading chunk issues and ghost chunk issues. Though this may be caused by another mod rather than the vanilla game.
that is worldgen not village itself. The Village gets created by the Villager Entities not the world generation. (The Villagers get spawned by worldgen and the villagers form the village instance. And i only touch the village instance only and that does nothing with the world except spawning golums)
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[Client thread/INFO] [FML]: FML has found a non-mod file Born+In+A+Barn+V1.8-1.12-1.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible.
found this in debug.log what does this mean?
In reply to Forge_User_47589216:
Forge dislikes coremods and views them as bad things because they can change things that are not traceable.
But for some things you have to do coremods. This warning just prints out what jarfile registers coremods that alter mcs code during load.
This is just for if you have issues you look first at coremods if you dont know why it is a coremod then you maybe have a reason to remove it.
But for born in a barn it clearly states what it fixes/alters. It fixes the issue where villagers keep chunks loaded if they are near doors.
Good mod that I always download in a 1.12.2 Twilight Forest playthrough. Thanks.
This mod was causing any item in game that supposed to be multiple to out put single item. Example 1 iron ingot becomes 1 iron nugget instead of 9 nuggets.
In reply to FoxyPrinceJosh:
Yeah that is impossible. Because it does not change anything that could even do that.
It only fixes a Door Check where it loads chunk, and the patch is that it checks if the chunk is actually loaded before doing the door check.
So it is impossible what you describe.
Hey, is it ok if I use this in my 1.7.10 public minecraft modpack on technic launcher?
In reply to melvin8dwiihax:
This is the CurseForge website. All mods are free to use in a modpack, but putting it on a launcher publicly means you have to credit the mods to all mod authors. So the answer is yes, no need to wait for him/her to say yes.
You can't even upload mods to this website unless you agree to people using your mod in modpacks to post publicly (Again, with credit.)
In reply to PerfectStrange:
That is not correct. You are free to use it any curseforge packs (or private use) because moddevs gain from that too.
But any other launcher you have to request permission since you leave the curse ecosystem.
And since money is behind this credit is worth shit. I mean this is the whole "You are an artist I pay you with exposure".
So for making packs you have to request permission if they are outside of the curse ecosystem
Is this still needed for a sp world using the last forge version on 1.12.2 ?
In reply to EmperorLazarus:
Forge only half fixes that but breaks villages with their fix. They havent patched it ever since their first breaking patch.
(Aka ChunkLoading bug gone. But villagers only properly work if their area is fully loaded. Partloaded = breaks)
In reply to Speiger:
Will use it, thanks ;)
In reply to Speiger:
Is it still needed in 2020? Thanks. Also when I use it on my server it warns it's not a mod and says it may cause severe issues to have it in the mods folder?
In reply to piggiesgosqueal3777:
Fixed in 1.14.4 but 1.12.2 or older still need it.
In reply to Speiger:
Ah okay. Thank you for the quick reply!
Can you include a link to the source code so I can see if this will overlap with other fixes I might include.
In reply to DarkGuardsman:
This is pure ASM so no src that could help you.
Also this is the only mod that does properly fix this issue. (Easily provable)
In reply to Speiger:
All I'm looking for is to make sure I don't write ASM that conflicts with the mod in attempt to fix other ghost loading issues I've noticed. As I have a plan to go through our entire server patching any and all instances I can find. Which will include PR'ing mods, forge, and patching the vanilla game as needed. I also rather avoid creating a competing mod due to lack of knowledge of what your mod provides in terms of ASM.
In reply to DarkGuardsman:
This mod only changes some things in the village classes it does not even interact with the world itself. It only ensures that the chunks are loaded when doing certain checks.
And since villages are a isolated system there is no need to worry about conflicts as long you do not work with the village itself.
In reply to Speiger:
I have plans to toy with villages due to issues spotted with farms causing cascading chunk issues and ghost chunk issues. Though this may be caused by another mod rather than the vanilla game.
In reply to DarkGuardsman:
that is worldgen not village itself. The Village gets created by the Villager Entities not the world generation. (The Villagers get spawned by worldgen and the villagers form the village instance. And i only touch the village instance only and that does nothing with the world except spawning golums)