Test reportForge 10.13.4.1614 · FML 7.99Minecraft 1.7.10
What was tested, and how

Minecraft 1.7.10.Tested three ways.

Every mod on the site was started on a real server and a test player logged in, three times over: on stock Forge, as the Java 21 portable build, and as a GraalVM native program.

374mods found in 14 FTB 1.7.10 server packs
365offered on the site: every one boots and lets a player join
364also run as a native program
7not offered: broken on this Forge or with their dependencies
The library jars (CodeChickenLib, CoFH Lib) are not counted: every 1.7.10 build includes them.Build a 1.7.10 server →

Where the mods come from

§ 01

The mods are the server-side jars of fourteen FTB 1.7.10 packs: Infinity Evolved, Infinity Evolved Skyblock, SkyFactory 2.5, Inventions, Horizons II, Direwolf20 1.7, MageQuest, Cloud 9, Trident, Departed, Vanilla+, Lite 3, Resurrection and the FTB 1.7 test pack.

When several versions of a mod exist, the site uses the one FTB Infinity Evolved ships, if that pack has the mod: those versions were made to work together, and that whole pack builds and runs here. Otherwise it uses the version the most packs ship. Client-only mods (minimaps, shaders and so on) are left out.

How every mod was tested

§ 02
01

Alone, on stock Forge

Each mod with the mods it needs, on unmodified Forge with Java 8. A scripted test player connects; the mod counts only if the server starts and the player gets in. The mods it needs are found automatically: Forge's "requires" messages, the dependency files some mods download from, API declarations and missing classes.

02

As the portable build

The same set converted the way the site converts your server: every code transformation done once ahead of time, the classes made to run on Java 21. Then the server starts on Java 21 and the test player logs in again.

03

As a native program

Compiled with GraalVM native-image in groups of about 23 mods. Each native server was started and the test player logged in. A group that failed was split in half and rebuilt until the single mod causing it was found.

04

As whole packs

The presets were built through this website's own builder, like a visitor's build, and the downloaded server was started with ./start.sh.

The automatic test is startup plus one player joining and receiving the world around spawn. It shows that a mod loads and its blocks, items and world generation are in place. It does not exercise every machine or every interaction.

Presets

§ 03
PresetModsTested asResult
FTB Infinity Evolved
Thermal, EnderIO, AE2, Thaumcraft, Botania, Forestry, IC2, Tinkers', Project Red, Logistics Pipes …
138native and portableNative server ready in 11 to 19 s, about 1.3 to 1.5 GB of memory with a player online. Portable build ready in 14 s.
Tech18portableStarts, player joins
Magic13portable (its mods are all in the native-tested Infinity set)Starts, player joins
Essentials13portableStarts, player joins

What had to be fixed

§ 04

Fixed for every build. Not mod by mod.

Old mods expect Java 8 and a normal Forge launch. Most of the work was finding what breaks when a server is converted, then fixing it once in the build. All of this happens automatically.

Every build

01

Number clashes

Forge 1.7 names blocks and items, but enchantments, potions, biomes and dimensions still use numbers each mod picks by default; ProjectRed and RunicDungeons both want enchantment 80. The test boot spots the clash and moves one setting to a free number in that mod's config.

02

Library layout

Library jars such as CodeChickenLib, ForgeMultipart, MrTJPCore and Baubles go into mods/1.7.10/, as the FTB packs do. Otherwise CodeChickenCore moves them while Forge is still reading the folder, and their mods fail to load.

03

Hidden dependencies

A few mods need another mod no error names: ProjectRed Mechanical needs ProjectRed Integration, Binnie's mods need Forestry and Binnie Patcher. Glenn's Gases ships as two jars that must go together.

04

Java 21

Mods that check their own jar (FastCraft), rely on how Java 8 behaved (BluePower), or fill in fields the Java 8 way (EnderIO Addons, Forge's own registries) are patched to work on Java 21.

Native builds

05

Client checks

Many mods find out whether they run on a client by trying a client-only class and catching the error. A native server reports a missing class differently, and has to carry empty placeholders for those classes to compile at all. The build makes those checks answer as on a normal server. Without that, bspkrsCore and the mods built on it, JourneyMap's server part, Factorization and Progressive Automation failed.

06

Mod detection

Some mods look for another mod by its package name. Streams, through Farseek, thought TerraFirmaCraft was installed. A native server now only reports packages that really exist.

07

Code made while running

ForgeMultipart, Applied Energistics 2, Logistics Pipes and EnderIO generate code at run time, which a native program cannot do. The build records that code during a test run and compiles it in; for ForgeMultipart it generates every combination of parts in one block space, up to 2,500.

08

Odd packaging

Mods shipped as .zip (QuiverBow) and code left behind by stripped client methods (OpenComputers, Pressure Pipes) are handled too.

Known limits

§ 05
01

OpenComputers

Portable only. Its settings object fails to start inside a native program and the cause is not found yet. The portable build works; the site refuses a native build that includes it and says why.

02

Scripts added later

MineTweaker / CraftTweaker turns scripts into code while the server runs. Scripts present at build time are fine; scripts added afterwards may not load on a native server. Use the portable build if you plan to edit scripts.

03

Gameplay

Startup, login and the world around spawn are tested automatically; every machine and every mod interaction is not.

04

LetsEncryptCraft

Cannot add its web certificate on a native server, because there is no Java installation to add it to. Nothing else depends on it.

05

Changed numbers

If the build moved an enchantment, potion, biome or dimension number, worlds made on another server with other numbers can load wrongly. Use the build for new worlds.

Not offered

§ 06
ModWhy
Chisel Facades, ChiselTonesWritten for older Chisel versions than the one the packs ship; they crash looking for classes that no longer exist.
GregTech 5.06Needs an older Forge build; it crashes on 10.13.4.1614.
TailsTries to shut the server down while it loads.
OpisCrashes a server on its own.
Talismans 2The server starts, but a player cannot log in.
MFR – Magical Crops compatibilityCrashes at startup even with both mods present.

Every mod

§ 07
ModVersionPacksStock serverPortableNativeNeeds
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"Packs" is how many of the fourteen FTB packs ship the mod (in any version). "Needs" lists the other mods the build adds automatically.

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