Why would it be a separate download? The point of the dodge through reflection was to allow mod-specific add-on code to be included in the main package, and only loaded/run if you've got the mod installed. I'm wondering if I missed some big problem with the idea.
Why would it be a separate download? The point of the dodge through reflection was to allow mod-specific add-on code to be included in the main package, and only loaded/run if you've got the mod installed. I'm wondering if I missed some big problem with the idea.
That would require me to have Better Than Wolves installed into my coding folder for the mainline one in order to test it, which I don't feel comfortable doing. It's not something I could just add in and take out for the BTW add-on, at least with the environment I have set up.
Thanks for the explanation. I can see the build system being a pain - building the mainline code against vanilla sources is definitely the way to go, and I have no idea how to automate frankensteining it together with the addon.
Thanks for the explanation. I can see the build system being a pain - building the mainline code against vanilla sources is definitely the way to go, and I have no idea how to automate frankensteining it together with the addon.
basically, the code for the mainline stuff was tweaked so that I can determine whether or not an item "isSteel". All I do for the add-on is add a bunch of anvil/crucible recipes for the items, returning true. Even the images are already in the main download.
That would require me to have Better Than Wolves installed into my coding folder for the mainline one in order to test it, which I don't feel comfortable doing. It's not something I could just add in and take out for the BTW add-on, at least with the environment I have set up.
You could do what I did and make "fake" Better than Wolves files that are just templates with the data you need. I did that for adding Equivalent Exchange EMC values to my mod. Basically, I made mod_EE.java a blank ModLoader template and EEProxy.java just has the setEMC function with nothing in it. You could try to do the same thing for Better than Wolves.
Then when you reobfuscate, you leave out the fake files, install BTW and this mod in your client, and make sure it works.
You could do what I did and make "fake" Better than Wolves files that are just templates with the data you need. I did that for adding Equivalent Exchange EMC values to my mod. Basically, I made mod_EE.java a blank ModLoader template and EEProxy.java just has the setEMC function with nothing in it. You could try to do the same thing for Better than Wolves.
Then when you reobfuscate, you leave out the fake files, install BTW and this mod in your client, and make sure it works.
I'm not sure if it works the same way, but thanks for the info!
An icepick is a real specific tool, and I don't spend enough time in ice biomes to know if it would be worth it. I don't think I'd make one unless it harvested the ice intact, but that's game breaking for nether reasons. Hmmm, what if it harvested ice as snow blocks, then placed said snow?
But as I said, I'd at least make any tool that came to mind, and play with it a bit. You can decide if you want to keep it in the code or not before you release new versions. I didn't think the machete was going to be particularly useful, and I was so very, very wrong.
Hey Raust! I am loving the mod (mainly tried it out because of BTW support) especially the matchpick, but I encountered a little problem. When I try to use a tools place function on an area with snow, the snow block is not replaced (as doing it by hand does), but the block is placed above the snow. Not game breaking by any means, and can be fixed without having to switch hotkeys, so its not a major fix.
Hey Raust! I am loving the mod (mainly tried it out because of BTW support) especially the matchpick, but I encountered a little problem. When I try to use a tools place function on an area with snow, the snow block is not replaced (as doing it by hand does), but the block is placed above the snow. Not game breaking by any means, and can be fixed without having to switch hotkeys, so its not a major fix.
Yeah, I had noticed this. It's odd, because I pretty much used the itemblock code for placing blocks, so I don't see why that should be. However, I'll look into the matter and fix it for the next release.
Really liking this mod so so far, especially with the BTW add on. One thing I did notice though is that the kukri isn't working on blood wood trees and leaves. Anyways thanks.
Really liking this mod so so far, especially with the BTW add on. One thing I did notice though is that the kukri isn't working on blood wood trees and leaves. Anyways thanks.
Ah, hadn't thought about that. Thanks for bringing that to my attention, I'll see what I can do
Honestly no, it's minecraft I'm not going to nitpick about sizes. It's how it looks. The kukri has a inward curved blade. That has an outward curved blade.
Honestly no, it's minecraft I'm not going to nitpick about sizes. It's how it looks. The kukri has a inward curved blade. That has an outward curved blade.
That's what makes the kukri a kukri.
Oh crap. Wow, didn't realize it was supposed to be outward. I'll get to work on that!
Is anyone having the problems with putting blocks with the Masonry Pick and Carpenter's saw? I Have the Addon For Btw and I can only put Stone with Masonry pick and Only the Standard Wood Block with the Carpenter's saw.
It already does. I'm talking about ice.
Was there any problem with my suggestion for how to add optional mod support without adding dependencies? A little too much reflection?
I didn't feel it was worth it, since it would be a separate download anyway.
That would require me to have Better Than Wolves installed into my coding folder for the mainline one in order to test it, which I don't feel comfortable doing. It's not something I could just add in and take out for the BTW add-on, at least with the environment I have set up.
basically, the code for the mainline stuff was tweaked so that I can determine whether or not an item "isSteel". All I do for the add-on is add a bunch of anvil/crucible recipes for the items, returning true. Even the images are already in the main download.
You could do what I did and make "fake" Better than Wolves files that are just templates with the data you need. I did that for adding Equivalent Exchange EMC values to my mod. Basically, I made mod_EE.java a blank ModLoader template and EEProxy.java just has the setEMC function with nothing in it. You could try to do the same thing for Better than Wolves.
Then when you reobfuscate, you leave out the fake files, install BTW and this mod in your client, and make sure it works.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
I'm not sure if it works the same way, but thanks for the info!
Oh, I totally misread the post.
An icepick is a real specific tool, and I don't spend enough time in ice biomes to know if it would be worth it. I don't think I'd make one unless it harvested the ice intact, but that's game breaking for nether reasons. Hmmm, what if it harvested ice as snow blocks, then placed said snow?
But as I said, I'd at least make any tool that came to mind, and play with it a bit. You can decide if you want to keep it in the code or not before you release new versions. I didn't think the machete was going to be particularly useful, and I was so very, very wrong.
Yeah, I had noticed this. It's odd, because I pretty much used the itemblock code for placing blocks, so I don't see why that should be. However, I'll look into the matter and fix it for the next release.
Glad to hear you like the mod!
Ah, hadn't thought about that. Thanks for bringing that to my attention, I'll see what I can do
I do have one beef with this. This is a kukri.
http://en.wikipedia.org/wiki/File:Kukri.jpg
Your image is a sickle sword.
Is it an issue of being too large?
That's what makes the kukri a kukri.
Oh crap. Wow, didn't realize it was supposed to be outward. I'll get to work on that!
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