You don't need to include additional libraries in your project. There are no dependency conflicts. In addition, RestFB is highly portable and can be used in both Android projects and normal Java applications.
Although we provide a standard implementation for our core components, each component can be replaced with a custom implementation. This allows RestFB to be easily integrated into any kind of project. Even Android projects are supported.
TThe RestFB API is really minimal and you only need to use one method to get information from Facebook and one to publish new items to Facebook. We provide default implementations for all the core components, so you can drop the jar into your project and be ready to go.
Our Facebook types are simple POJOs with special annotations. This configuration is designed for ease of use and can be used to define custom types very easily.
Newest Version of the
library is available from RestFB's home on Github.
View the
changelog here.
RestFB is a single JAR - just drop it into your application and you're ready to go. Download it from
Maven Central:
Despite these hurdles, the legacy of FHM 12 mods is undeniable. They embodied the core principle of PC gaming: that a dedicated community can elevate a good game into a great one. For many players, the modded version of FHM 12 —with its updated rosters, custom historical leagues, and enhanced graphics—was the definitive version. The mods taught the developer a crucial lesson, leading to the inclusion of a robust, built-in editor in FHM 3 and subsequent versions. In essence, the modders of FHM 12 were unpaid beta testers and content creators who kept the game alive years after its official support ended.
In conclusion, to play Franchise Hockey Manager 12 without mods is to see only half the picture. The base game provided the architecture—a sophisticated engine of statistics, tactics, and economic management. But mods provided the soul. They gave life to the pixels, accuracy to the past, and possibility to the future. Whether it was the thrill of drafting a correctly rated Connor McDavid in a 2024 season or the melancholy joy of replaying the 1994 New York Rangers’ cup run, mods ensured that FHM 12 was never just a manager game. It was a time machine, a canvas, and a community—all powered by the passion of its fans. franchise hockey manager 12 mods
However, the modding scene for FHM 12 was not without its challenges. Unlike the more accessible Football Manager series, which had built-in editors, FHM 12 required users to manually edit CSV files and navigate complex folder structures. This technical barrier meant the modding community remained smaller and more dedicated, often congregating on niche forums like the OOTP Developments boards or Reddit’s r/FranchiseHockey. The lack of official modding tools from the developer also meant that mods were often fragile; a single game patch could render a custom roster obsolete, and conflicts between different mods (e.g., a logo pack versus a jersey pack) were common. The lifespan of a great mod depended entirely on the volunteer passion of a single modder—when they lost interest, the mod often died with them. Despite these hurdles, the legacy of FHM 12
Furthermore, mods unlocked the game’s true potential by expanding its historical and fictional horizons. While FHM 12 shipped with several historical start dates, modders used the game’s flexible database structure to create niche scenarios that the developers never anticipated. One popular category was the "Golden Era" mod, which painstakingly recreated the Original Six years with period-accurate rules, financial structures, and player career arcs. Another was the "What If?" mod, exploring scenarios like the WHA-NHL merger of 1979 failing, or the 2004-05 lockout cancelling multiple seasons. For the fictional player, mods offered name packs that eliminated duplicate names and face packs that gave generic "ghost players" a unique identity. This customization transformed the sandbox from a generic simulation into a personalized storytelling engine, where the user could craft a dynasty with the 1970s California Golden Seals or build a fantasy league of entirely original teams. The mods taught the developer a crucial lesson,
The most fundamental contribution of mods to FHM 12 was the rectification of its most immediate weakness: roster and logo obsolescence. A simulation game is only as credible as its data. The official 2011-2012 season database, while accurate at release, quickly became a historical artifact. Dedicated modders stepped in to fill the void, creating comprehensive roster updates that reflected real-life trades, draft picks, and rookie ratings. Beyond player names, these "total conversion" mods added authentic team logos, jersey textures, and even arena name files. For a player managing the 2023 Winnipeg Jets in a game called Franchise Hockey Manager 12 , these visual and data updates were not a luxury but a necessity to maintain the illusion of a living league. Without them, the game risked becoming a time capsule rather than a simulation.
restfb source code is placed on Github and the library itself evolves with the help of many great people. A lot of Github users contribute to restfb. We get many hints and questions, and of course many pull and feature requests. And we'd like to say thank you to everyone who has helped along the way!
The development of restfb is sponsored by these great companies and individuals. If you also like to sponsor us, please check the sponsor button on our RestFB Github page or send us a short note .
Copyright (c) 2010-2025 Mark Allen, Norbert Bartels. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.