No idea to be honest. I've never used Forge, and I'm kind of comfortable with the way things are working out at the moment. I can't imagine the kind of disasters that could arise if I tried to swap the prerequisites just like that.
I thought I'd show you another little something today: Look what Sugar-shine's been working on!
No idea to be honest. I've never used Forge, and I'm kind of comfortable with the way things are working out at the moment. I can't imagine the kind of disasters that could arise if I tried to swap the prerequisites just like that.
I thought I'd show you another little something today: Look what Sugar-shine's been working on!
No idea to be honest. I've never used Forge, and I'm kind of comfortable with the way things are working out at the moment. I can't imagine the kind of disasters that could arise if I tried to swap the prerequisites just like that.
I thought I'd show you another little something today: Look what Sugar-shine's been working on!
The fairies are now able to maintain a farm entirely by themselves. Fairies don't have an inventory, so instead of equipping items like a player does, they use items directly out of a chest. You also have to set them up at a work station (a sign with their name on it). They can do the following:
- clear out tall grass to drop seeds
- remove snow from the ground
- pick up seeds, wheat, hoes, and some other items.
- use hoes to make tilled soil
- plant seeds in the ground
- smash fully grown wheat plants
- pick up the dropped seeds and start again
Fairies don't trample crops.
More fairies make for a better work force.
More chests allow for additional space.
Remember to give them plenty of hoes just in case, but usually they won't need them too often unless an invasive animal tramples their crops.
There is only one glitch at the moment: fairies sometimes till dirt blocks that they shouldn't. This will be expanded into many future jobs over the next while, but as soon as farming is perfected and tested in SMP mode, and there are no more glitches, the COLONIZATION update will be ready for release.
I dont mean to tell you your business and im amazed by your work but modloadermp is deader then disco. Mo creatures just jumped ship leaving almost nothing to choose from aside from yours of course =)
I dont mean to tell you your business and im amazed by your work but modloadermp is deader then disco. Mo creatures just jumped ship leaving almost nothing to choose from aside from yours of course =)
Okay, I'll see what I can do. If DrZhark switched to it then he must have had a good reason
EDIT: Just checked it out, and yeah. I'll be porting to Forge. It looks easy
Okay, I'll see what I can do. If DrZhark switched to it then he must have had a good reason
EDIT: Just checked it out, and yeah. I'll be porting to Forge. It looks easy
HURRAYS now my quest for bear on airy pit fighting shall be completed
My whole crew loves your mod it reallly broke some hearts to loose it so getting it back on board will make a bunch of people happy =)
With regards to your switching to forge, I hope you've considered it carefully. I am not the most knowledgeable, but i for one won't be able to use your mod after it adopts forge because forge conflicts with my favorite mod; Better than Wolves. But there is a much more important reason; adopting forge would mean rewriting the mod. The mod api is coming out soon, and that is hoped to invalidate forge. At the very least, forge will change greatly after the mod api. If you rewrite your mod now to cater to forge, you are just going to have to rewrite it again once the api is released.
I like your mods because they are compatible with probably everything. Adopting forge might have been a good idea a long time ago, but it's pointless now. Besides, isn't your mod's compatibility with everything and accessibility more important than whatever small advantages forge gives you? From what I've seen, forge is more geared toward expansive tech mods anyways, and not really necessary for a mob mod like this.
With regards to your switching to forge, I hope you've considered it carefully. I am not the most knowledgeable, but i for one won't be able to use your mod after it adopts forge because forge conflicts with my favorite mod; Better than Wolves. But there is a much more important reason; adopting forge would mean rewriting the mod. The mod api is coming out soon, and that is hoped to invalidate forge. At the very least, forge will change greatly after the mod api. If you rewrite your mod now to cater to forge, you are just going to have to rewrite it again once the api is released.
I like your mods because they are compatible with probably everything. Adopting forge might have been a good idea a long time ago, but it's pointless now. Besides, isn't your mod's compatibility with everything and accessibility more important than whatever small advantages forge gives you? From what I've seen, forge is more geared toward expansive tech mods anyways, and not really necessary for a mob mod like this.
I seriously doubt the mod API will replace Forge, as it sounds more like official Bukkit plugins than anything else, from all the MC devs said on their AMA's. And you only have Flowerchild to thank for any problems you have with it, as he deliberately made BTW incompatible - its not an accident.
As the other guy said, ModloaderMP is deader than dead, and if you want an SMP mod (which this is, in case you forgot) you need some netcode. And since Forge has far more compatibility than BTW (which doesn't work in SMP at all) it would seem that it is the way to go, rather than making it incompatible with all Forge mods by sticking with ModloaderMP for the benefit of the few that only play BTW in SSP.
Anyways, really looking forward to trying this in 1.25.
1better then wolve and flowerchild can suck uranium coolant and die he makes his mod non-conpatable on purpose AFTER going on for months about how great forge is. Dropping out of the forge development group is one thing buddy spiking your work not to work with you ex partners stuffwhile still using some of their code is disgusting. If you worry about btw compatibility dont get popular or he might cut u off.
2 the mod API was in 1.0 no wait 1.1 no um 1.2 erm maybe 3.0 let me get this straight for at least 6 months mojang has talked up a mod API and how close it is 2 months ish ago they buy bukkit now bukkrt looks to be the API what the hell have they been talking about before the bukkit purchase
3 Anything btw does except for cool looking windmills forge does better anyway from animals to computers from train signals to the twilight forest dimension not to mention redpowers giant frames allowing whole structures to move btw is for lazy people I said it im sorry to hurt peoples feeling but its true yell if you want. forge is a buffet of greatness here you choose what you want if u want btw is 1 size fits all tube socks like it or leave it
1better then wolve and flowerchild can suck uranium coolant and die he makes his mod non-conpatable on purpose AFTER going on for months about how great forge is. Dropping out of the forge development group is one thing buddy spiking your work not to work with you ex partners stuffwhile still using some of their code is disgusting. If you worry about btw compatibility dont get popular or he might cut u off.
2 the mod API was in 1.0 no wait 1.1 no um 1.2 erm maybe 3.0 let me get this straight for at least 6 months mojang has talked up a mod API and how close it is 2 months ish ago they buy bukkit now bukkrt looks to be the API what the hell have they been talking about before the bukkit purchase
3 Anything btw does except for cool looking windmills forge does better anyway from animals to computers from train signals to the twilight forest dimension not to mention redpowers giant frames allowing whole structures to move btw is for lazy people I said it im sorry to hurt peoples feeling but its true yell if you want. forge is a buffet of greatness here you choose what you want if u want btw is 1 size fits all tube socks like it or leave it
hey, this mod works very well, why should change to forge?
I already have forge in my minecraft because of fossil mod, so its not a problem to me.
2 the mod API was in 1.0 no wait 1.1 no um 1.2 erm maybe 3.0 let me get this straight for at least 6 months mojang has talked up a mod API and how close it is 2 months ish ago they buy bukkit now bukkrt looks to be the API what the hell have they been talking about before the bukkit purchase
The ModAPI is slated for the 1.3 release -> the version that is being released as snapshots right now. That means it could release next month...or in a year. Who knows.
It's the developer's time. If they want to have more compatibility with more stuff right now, then writing for Forge makes sense. They will have to rewrite things for the 1.3 release because of the ModAPI. But then they'd have to rewrite things for the 1.3 release without the ModAPI because it's a new release...so the only question is whether or not they feel like doing it and it sounds like they do. So...more power to them. They seem to know what they are doing (the mod works) so I'd trust them to port it to Forge if that's what they feel like doing.
The ModAPI is slated for the 1.3 release -> the version that is being released as snapshots right now. That means it could release next month...or in a year. Who knows.
It's the developer's time. If they want to have more compatibility with more stuff right now, then writing for Forge makes sense. They will have to rewrite things for the 1.3 release because of the ModAPI. But then they'd have to rewrite things for the 1.3 release without the ModAPI because it's a new release...so the only question is whether or not they feel like doing it and it sounds like they do. So...more power to them. They seem to know what they are doing (the mod works) so I'd trust them to port it to Forge if that's what they feel like doing.
And then again, anyone who's using BTW and is afraid of Forge incompatibility: they could just go back and play the earlier versions of my mod. It's not a total sacrifice or anything
More importantly: the 12 hour fairy farming simulation is complete. 3 fairies started a farm by themselves last night with 8 seeds, a couple hoes, some water troughs, a bunch of chests, and nothing else.
After the first hour.
After twelve hours.
The total amount of wheat they were able to produce: 1180
And they did it all by themselves, they even hoed the ground! I'd say it was probably a successful run
And then again, anyone who's using BTW and is afraid of Forge incompatibility: they could just go back and play the earlier versions of my mod. It's not a total sacrifice or anything
More importantly: the 12 hour fairy farming simulation is complete. 3 fairies started a farm by themselves last night with 8 seeds, a couple hoes, some water troughs, a bunch of chests, and nothing else.
After the first hour.
After twelve hours.
The total amount of wheat they were able to produce: 1180
And they did it all by themselves, they even hoed the ground! I'd say it was probably a successful run
Looks great,now i can finaly have that Fairy Farm iv always wanted!
And then again, anyone who's using BTW and is afraid of Forge incompatibility: they could just go back and play the earlier versions of my mod. It's not a total sacrifice or anything
More importantly: the 12 hour fairy farming simulation is complete. 3 fairies started a farm by themselves last night with 8 seeds, a couple hoes, some water troughs, a bunch of chests, and nothing else.
/SPLOSH After the first hour.
/SWOOSH After twelve hours.
/KABOOM The total amount of wheat they were able to produce: 1180
And they did it all by themselves, they even hoed the ground! I'd say it was probably a successful run
You love torturing me with all this awesomeness by making me wait, don't you?!!
THIS IS.... *pfwooshhh swooshh*!!!! (Mind-Blown SFX lol)
Wow fairy sla....indentured workers just what I always wanted is it crop dependent? I I give um xies mod seeds will they do stuff with them or is it a scripted action just for that seed type?
That looks AMAZING. Can't wait for the update.
Awesome, Awesome and Awesome!
HOLY MOTHER OF FAIRIES!!!
Because black screen is boring.
- clear out tall grass to drop seeds
- remove snow from the ground
- pick up seeds, wheat, hoes, and some other items.
- use hoes to make tilled soil
- plant seeds in the ground
- smash fully grown wheat plants
- pick up the dropped seeds and start again
Fairies don't trample crops.
More fairies make for a better work force.
More chests allow for additional space.
Remember to give them plenty of hoes just in case, but usually they won't need them too often unless an invasive animal tramples their crops.
There is only one glitch at the moment: fairies sometimes till dirt blocks that they shouldn't. This will be expanded into many future jobs over the next while, but as soon as farming is perfected and tested in SMP mode, and there are no more glitches, the COLONIZATION update will be ready for release.
Okay, I'll see what I can do. If DrZhark switched to it then he must have had a good reason
EDIT: Just checked it out, and yeah. I'll be porting to Forge. It looks easy
My whole crew loves your mod it reallly broke some hearts to loose it so getting it back on board will make a bunch of people happy =)
I don't think I'd like that, personally. >_< When I tried installing Forge, it gave me a black screen when trying to enter a world.
I like your mods because they are compatible with probably everything. Adopting forge might have been a good idea a long time ago, but it's pointless now. Besides, isn't your mod's compatibility with everything and accessibility more important than whatever small advantages forge gives you? From what I've seen, forge is more geared toward expansive tech mods anyways, and not really necessary for a mob mod like this.
I seriously doubt the mod API will replace Forge, as it sounds more like official Bukkit plugins than anything else, from all the MC devs said on their AMA's. And you only have Flowerchild to thank for any problems you have with it, as he deliberately made BTW incompatible - its not an accident.
As the other guy said, ModloaderMP is deader than dead, and if you want an SMP mod (which this is, in case you forgot) you need some netcode. And since Forge has far more compatibility than BTW (which doesn't work in SMP at all) it would seem that it is the way to go, rather than making it incompatible with all Forge mods by sticking with ModloaderMP for the benefit of the few that only play BTW in SSP.
Anyways, really looking forward to trying this in 1.25.
2 the mod API was in 1.0 no wait 1.1 no um 1.2 erm maybe 3.0 let me get this straight for at least 6 months mojang has talked up a mod API and how close it is 2 months ish ago they buy bukkit now bukkrt looks to be the API what the hell have they been talking about before the bukkit purchase
3 Anything btw does except for cool looking windmills forge does better anyway from animals to computers from train signals to the twilight forest dimension not to mention redpowers giant frames allowing whole structures to move btw is for lazy people I said it im sorry to hurt peoples feeling but its true yell if you want. forge is a buffet of greatness here you choose what you want if u want btw is 1 size fits all tube socks like it or leave it
hey, this mod works very well, why should change to forge?
I already have forge in my minecraft because of fossil mod, so its not a problem to me.
The ModAPI is slated for the 1.3 release -> the version that is being released as snapshots right now. That means it could release next month...or in a year. Who knows.
It's the developer's time. If they want to have more compatibility with more stuff right now, then writing for Forge makes sense. They will have to rewrite things for the 1.3 release because of the ModAPI. But then they'd have to rewrite things for the 1.3 release without the ModAPI because it's a new release...so the only question is whether or not they feel like doing it and it sounds like they do. So...more power to them. They seem to know what they are doing (the mod works) so I'd trust them to port it to Forge if that's what they feel like doing.
And then again, anyone who's using BTW and is afraid of Forge incompatibility: they could just go back and play the earlier versions of my mod. It's not a total sacrifice or anything
More importantly: the 12 hour fairy farming simulation is complete. 3 fairies started a farm by themselves last night with 8 seeds, a couple hoes, some water troughs, a bunch of chests, and nothing else.
After the first hour.
After twelve hours.
The total amount of wheat they were able to produce: 1180
And they did it all by themselves, they even hoed the ground! I'd say it was probably a successful run
Looks great,now i can finaly have that Fairy Farm iv always wanted!
You love torturing me with all this awesomeness by making me wait, don't you?!!
THIS IS.... *pfwooshhh swooshh*!!!! (Mind-Blown SFX lol)
Because black screen is boring.