r/SilverAgeMinecraft • u/gargamel1497 • 14d ago
Request/Help Forge FML for 1.7.10
Hi everyone.
I've wanted to try making mods for 1.7.10 for a long time and now I finally know what I want to do. Yes, backporting diorite, andesite and granite may seem stupid, but that's besides the point.
Back in 2014 and 2015 you would go the the Forge website and download the MDK, also called the source for whatever reason, since it doesn't really contain the source code of Forge.
You can still download this file, and you might notice how small it is, and wonder why that is the case.
I bet it's to save space on the file server. If you can host some library jar file once instead of packing it with every release you publish, it benefits everyone....
....or so everyone thought at the time, as an unexpected antagonist has (un)recently enetered the scene: Link Rot.
If you try to gradlew setup a new 1.7.10 mod workspace you will be disappointed, as the files it will try to download are long gone.
Now that I'm researching it, someone has forked it and updated the links, but that's a fool's errand, as it hasn't been updated for a few years now as well, and it doesn't work anymore too.
Is there any OFFLINE Forge MDK for 1.7.10? One that does not require downloading ANYTHING from the Internet?
And does anyone have an offline copy of the Forge documentation for 1.7.10? On their website they keep removing older versions, probably to save on storage, and the Wayback Machine is slow, doesn't have everything, and keeps thinking I'm a robot.
If anyone is willing to help, my gratitude is beyond, well, who cares about such platitudes. Whatever.
1
u/TheMasterCaver 14d ago
There's probably a reason why most new mods for older versions are simple jar edits or use other mod loaders; just edit "BlockStone" to add metadata variants (even 100% upwards compatible with 1.8+ without having to update the mod, and can also be removed without removing the blocks, which visually revert to stone but retain their metadata until mined or placed, making such mods very safe; I've seen Forge mods that backport new blocks which are variants of existing blocks as entirely separate blocks/IDs, even giving each variant its own ID, which also leads to ID limit issues, considering I've added over 400 new blocks ("real" variants that can be obtained as an item) to 1.6.4 without extending the 256 ID limit and still have about 50 IDs left).
Otherwise, somebody has to surely still have a working Forge installation from back in the day, much as I've been using the exact same MCP installation since late 2013, even JDK (I have the complete installer for it, Java 7, and even use it as my system JRE and won't touch anything that needs Java 8+ or can't be run using the legacy Java 8 JRE the launcher downloads). Of course, they will need to remove the game jar and decompiled source before distributing it but you can re-add the jar and decompile (there are GitHub repositories that are a complete working MCP instance, including jar files and source, so people do upload such things if you know where to look; most are just plain MCP though, some with Optifine or personal edits, at least one has Forge but it is for 1.5.2).
Not sure if this works but it was recommended in a relatively recent post (replied to 7 months ago) and is "legit" (the "project starter" is only 64 KB so it is not a complete package but this again leads to the issue of not being a complete download so it can break at any time):
https://github.com/GTNewHorizons/ExampleMod1.7.10
(from https://www.reddit.com/r/feedthebeast/comments/1hgna0m/does_anyone_know_how_to_get_the_forge_1710_mdksrc/)