Why is there a fight between forge and fabric anyway?
cant those 2 get along and create a universal API so all mods can live together?
In reply to JaceBB:
Exactly what I was thinking! It's like; 'bruh, why can't they just make something so forge can run fabric or fabric can run forge'. :/
In reply to whymebro2000:
In reply to parzivail:
Let me reiterate, I meant, create a mod (or api) so Forge can run Fabric (or vise versa), not create an alternative like "Flea". I'm not asking for a new mod loader (which I think is what it's called), I'm asking for an "api" that perhaps converts the needed thingys to properly run any Forge or Fabric mod. Funny comic though, did you create it?
Ah, I understand. Projects that directly load one modloader's mod under a different modloader exist (Patchwork, etc) but are currently woefully incomplete. Other mods that abstract out the differences exist as well (Architectury, etc) but require designing the mod around them, and aren't drop in replacements to run existing mods under other modloaders.
I did not make the comic, it is from xkcd.
I was thinking the same thing with Whymebro. There are a lot of good mods out for Fabric and good mods for Forge as well. There needs to be a meet in the middle Mod where it can convert or "Synchronize" with each other. If there is ever a mod to be made it should be called "Spark" and it should be a loader for Forge that also loaded the Fabric mods like a branch off the main loader. And it does not matter what loader you use, it should read the main loader in use and locate the next loader and find files/mods that load through that loader. That means no one has to be like "Forge port?" or "Fabric port?" The admins will be like "Download Spark"
Can you make pls a 1.14.4 version ? :D my pc is to bad tto load 1.17 :/
In reply to xUnl3qitTV:
We won't backport, sorry. The mod is open source if someone wanted to take on backporting, just contact us.
this is fabric correct?
In reply to hyp3dup4life:
I can't believe THIS is Parzi's Star Wars, I've gotta be honest, when I read the name at first, I completely dismissed it, recalling the 1.7.10 version. This is a huge step forward, and I'm late to the party!
In reply to dustytoastt:
The party still hasn't started, there's so much more we want to do!
And can I ask, when you will up it to 1.18, will you wride mode from zero, or only adapt mod to new version? Will you change content of mod?
In reply to a_kira_s:
Updating does not require rewriting the mod from scratch. Progress will build off current mod versions.
The lightsaber does not return when thrown and does no damage.
Please fix the rate of fire of the EE-3 rifle, too many shots per second, it is making disbalance in mode.
And gun "A-280" can't fire when i holding scope
- Sabers are not meant to return when thrown. We'll add more functionality and proper damage when we work more in depth on sabers.
- Blaster balancing will also be looked at sometime in the future. For now it does not matter as the mod is not meant to be played survival.
- Submit a bug for the a280 in our discord
In reply to Sindavar33:
I didn't mean that he should come back on his own. He disappears. Disposable swords, good idea :)
And if mod don't need rewriting to adapt to the new version, why are you making this mod from zero, when You have mod on version 1.7.10?
1.7 to 1.15 was a special case, as Mojang rewrote their code and the internal structure of the game changed massively. Additionally, the team felt that PSWM was too buggy and the code was not well written (we have since gained a lot more experience), which led to us making PSWG fresh.
Have you considered making a standalone mod for just the lightsaber stuff? These are by far the best minecraft lightsabers I've seen but running this whole mod just for that seems impractical.
In reply to Manos_Of_Fate:
Probably not. Why would you not want to run the whole Star Wars mod for lightsabers though?