Make a modloader version and you would be GODLY.
Forge just breaks my minecraft and lags it to no end :/
A ModLoader version would require editing base classes, so it might be incompatible with some mods.
EDIT: Since the sourcecode is available, you could always try to do it yourself.
I might do it myself if I have enough time, but I'm fairly busy at the moment.
A ModLoader version would require editing base classes, so it might be incompatible with some mods.
EDIT: Since the sourcecode is available, you could always try to do it yourself.
I might do it myself if I have enough time, but I'm fairly busy at the moment.
Looks like I'm not the only one who'd heap infinite praise upon you, for making this work without having to use Forge.
And editing the base classes wouldn't be so horrible... as it stands, a lot of the ModLoader mods people want to use, are already incompatible with Forge mods, and "Stand-alone mods", so people using ModLoader wouldn't really "know the difference anyway".
As for using the source code... if I knew how to even get Eclipse to ~open~ a class file, without spewing out nothing but errors, and had any semblance of Java coding knowledge, I'd try to do it. But... alas, I do not. Thankfully, I'm very patient (and respectful of mod authors), so take your time.
If you can make a ModLoader version, that's amazing. If not, that's alright, too. Thanks for even considering it.
The issues with forge are many, for one just installing forge alone, with no other mods at all in a fresh jar can cause a lot of lag. With it in my game I am playing as if looking at a bunch of still images in a slow turning flip book.
Also the idea that forge works with all modloader mods is a load of BS. A lot of mods don't work, because forge uses it's own methoods to 'mod load' unless modloader mods are edited to ALSO use forges way, then they wont work.
Forge also has a bad issue with putting out many builds for the same minecraft version causing havoc just getting forge mods to work together as well.
Example:
Forge Build A is out
Mods 1, 2, 3, are made for build A
Build B comes out
Mods 4, 5 are made for B, the others don't change.
Build C comes out, 5 updates to C, 6 7 are made for C.
So you now have 1, 2, 3 for build A
4 for build B
and 5, 6, 7 for C.
All for the same minecraft version, but different builds of forge.. so they -might- work together, then again, they all may horridly break one another as well.
Many modders I see, will stick to one build for the same MC version. So if new builds come out, they don't 'update'. So in a sense forge mods can break themselvs as well. Good luck finding a hand full of mods that all use the same forge build. Most the ones I use that have a forge version don't... and thus, they break if used together, while the modloader versions work just fine together.
Unlike forge, modloader updates for minecraft, then stays that way, instead of putting out builds with new/changed code each time. >.>
Looks like I'm not the only one who'd heap infinite praise upon you, for making this work without having to use Forge.
And editing the base classes wouldn't be so horrible... as it stands, a lot of the ModLoader mods people want to use, are already incompatible with Forge mods, and "Stand-alone mods", so people using ModLoader wouldn't really "know the difference anyway".
As for using the source code... if I knew how to even get Eclipse to ~open~ a class file, without spewing out nothing but errors, and had any semblance of Java coding knowledge, I'd try to do it. But... alas, I do not. Thankfully, I'm very patient (and respectful of mod authors), so take your time.
If you can make a ModLoader version, that's amazing. If not, that's alright, too. Thanks for even considering it.
Just so you know, I actually coded the whole thing in Windows Notepad.
Just so you know, I actually coded the whole thing in Windows Notepad.
I... I don't even know what to say, there. I mean, I was able to do HTML and some JavaScripting purely in Notepad... but... extensive Java coding? I don't even know how that's possible.
Yep, I use that when coding stuff for Single Player Commands (*not* Console).Also, I think I've figured out how to make a non-Forge version.
It won't require ModLoader, but it should work fine with it.
Yep, I use that when coding stuff for Single Player Commands (*not* Console).
Also, I think I've figured out how to make a non-Forge version.
It won't require ModLoader, but it should work fine with it.
I'll love you forever (in a purely platonic way), if you've succeeded with a true, non-Forge version. I don't even mind if it doesn't "work" with the WorldEditCUI... I just miss the "full WorldEdit experience". Thank you so much, for working on it, at all.
I'll love you forever (in a purely platonic way), if you've succeeded with a true, non-Forge version. I don't even mind if it doesn't "work" with the WorldEditCUI... I just miss the "full WorldEdit experience". Thank you so much, for working on it, at all.
I might add support for the LiteLoader version of WorldEditCUI.
No, I help simo_415 with coding Single Player Commands.
I might add support for the LiteLoader version of WorldEditCUI.
Not that it is even ~remotely~ my business... but is Simo still working on SPC¹? I was completely surprised that he released a compatibility build for 1.4.6, after releasing the source code... frankly, I was sure he'd "retired" the project. If you both are still working on it, together, that's some of the best news I've heard about it, and it gives me something positive to tell the more rabid and vocal people posting in his thread.
And if you can get WorldEditCUI working with this, I won't even have enough praise to heap upon you, q3.
...though, for now, I'd just settle for praising you for making a not-Forge/FML version.
Not that it is even ~remotely~ my business... but is Simo still working on SPC¹? I was completely surprised that he released a compatibility build for 1.4.6, after releasing the source code... frankly, I was sure he'd "retired" the project. If you both are still working on it, together, that's some of the best news I've heard about it, and it gives me something positive to tell the more rabid and vocal people posting in his thread.
And if you can get WorldEditCUI working with this, I won't even have enough praise to heap upon you, q3.
...though, for now, I'd just settle for praising you for making a not-Forge/FML version.
Definately looking forward to the update. Hope it still does work with Forge after!
Curious: Can this import MCedit schematics like Worldedit?
I'm going to be splitting it into two versions: a Forge version and a version for 'vanilla' Minecraft.
As for MCEdit schematics, try importing them and and tell me if you encounter any problems.
Am I right to guess outright that this doesn't work on servers as an op?
Hmm.. there's a bit of a fatal flaw in this mod, in that it could run on a server.
I don't really see the point of this, but it should work if you're op.
Note that WorldEdit is natively a Bukkit plugin.
EDIT: If you mean installing it on a client, then trying to use it on a server,
then, no, that will not work. Just ask the server admin to install WorldEdit.
I'm going to be splitting it into two versions: a Forge version and a version for 'vanilla' Minecraft.
As for MCEdit schematics, try importing them and and tell me if you encounter any problems.
I've never been able to get github to load the page correctly for me... but it seems as though the last thing Simo did on SPC was on 26th December... so it shows he's still working on it. That's always good news.
And no worries if you can't get WorldEditCUI support... you've already done a lot more than expected. So you've got tons of my appreciation. I'm looking forward to seeing the next steps in this mod's growth.
As for Schematics, when I get up tomorrow, I'll check to see if you can load/save them with a clean install.
Hmm.. there's a bit of a fatal flaw in this mod, in that it could run on a server.
I don't really see the point of this, but it should work if you're op.
Note that WorldEdit is natively a Bukkit plugin.
EDIT: If you mean installing it on a client, then trying to use it on a server,
then, no, that will not work. Just ask the server admin to install WorldEdit.
Sweet, I have been waiting for worldedit for my vanilla server since the day i stopped using bukkit!
Sorry it took a bit longer, to test out loading in schematics. I can confirm that with the build I'm using, that, yes, you can import schematics (and save them), without incident.
Glad to see it supported, and working so well, as I like to import features from my testing server, into my main world.
q3hardcore, are you planning to make it for a Forge server (without bukkit)? It would be awesome, because some servers don't use Bukkit (it's not friendly with Forge and mods).
Yes, however the next version won't be out for a while. (At least not until the end of this month)
I'm working on re-writing it so the WorldEdit support will be as good as in Bukkit.
A ModLoader version would require editing base classes, so it might be incompatible with some mods.
EDIT: Since the sourcecode is available, you could always try to do it yourself.
I might do it myself if I have enough time, but I'm fairly busy at the moment.
I miss XCommands...
And editing the base classes wouldn't be so horrible... as it stands, a lot of the ModLoader mods people want to use, are already incompatible with Forge mods, and "Stand-alone mods", so people using ModLoader wouldn't really "know the difference anyway".
As for using the source code... if I knew how to even get Eclipse to ~open~ a class file, without spewing out nothing but errors, and had any semblance of Java coding knowledge, I'd try to do it. But... alas, I do not. Thankfully, I'm very patient (and respectful of mod authors), so take your time.
If you can make a ModLoader version, that's amazing. If not, that's alright, too. Thanks for even considering it.
Also the idea that forge works with all modloader mods is a load of BS. A lot of mods don't work, because forge uses it's own methoods to 'mod load' unless modloader mods are edited to ALSO use forges way, then they wont work.
Forge also has a bad issue with putting out many builds for the same minecraft version causing havoc just getting forge mods to work together as well.
Example:
Forge Build A is out
Mods 1, 2, 3, are made for build A
Build B comes out
Mods 4, 5 are made for B, the others don't change.
Build C comes out, 5 updates to C, 6 7 are made for C.
So you now have 1, 2, 3 for build A
4 for build B
and 5, 6, 7 for C.
All for the same minecraft version, but different builds of forge.. so they -might- work together, then again, they all may horridly break one another as well.
Many modders I see, will stick to one build for the same MC version. So if new builds come out, they don't 'update'. So in a sense forge mods can break themselvs as well. Good luck finding a hand full of mods that all use the same forge build. Most the ones I use that have a forge version don't... and thus, they break if used together, while the modloader versions work just fine together.
Unlike forge, modloader updates for minecraft, then stays that way, instead of putting out builds with new/changed code each time. >.>
Just so you know, I actually coded the whole thing in Windows Notepad.
I miss XCommands...
Nice! Although I'd recommend checking out Notpad++, it's perfect for that sort of thing.
http://notepad-plus-plus.org/
Much respect to the Q man. Much respect.
Yep, I use that when coding stuff for Single Player Commands (*not* Console).Also, I think I've figured out how to make a non-Forge version.
It won't require ModLoader, but it should work fine with it.
I miss XCommands...
Wait, are you taking over codeing for Single Player Commands?
No, I help simo_415 with coding Single Player Commands.
I might add support for the LiteLoader version of WorldEditCUI.
I miss XCommands...
And if you can get WorldEditCUI working with this, I won't even have enough praise to heap upon you, q3.
...though, for now, I'd just settle for praising you for making a not-Forge/FML version.
Curious: Can this import MCedit schematics like Worldedit?
You can keep track of SinglePlayerCommands changes here: https://github.com/s.../commits/master
As for WorldEditCUI support, I'll see what I can do.
I'm going to be splitting it into two versions: a Forge version and a version for 'vanilla' Minecraft.
As for MCEdit schematics, try importing them and and tell me if you encounter any problems.
Hmm.. there's a bit of a fatal flaw in this mod, in that it could run on a server.
I don't really see the point of this, but it should work if you're op.
Note that WorldEdit is natively a Bukkit plugin.
EDIT: If you mean installing it on a client, then trying to use it on a server,
then, no, that will not work. Just ask the server admin to install WorldEdit.
I miss XCommands...
And no worries if you can't get WorldEditCUI support... you've already done a lot more than expected. So you've got tons of my appreciation. I'm looking forward to seeing the next steps in this mod's growth.
As for Schematics, when I get up tomorrow, I'll check to see if you can load/save them with a clean install.
Sweet, I have been waiting for worldedit for my vanilla server since the day i stopped using bukkit!
Thanks much!
Glad to see it supported, and working so well, as I like to import features from my testing server, into my main world.
I'm working on re-writing it so the WorldEdit support will be as good as in Bukkit.
I miss XCommands...