I don't care when this is updated to 1.5.1 (as long as its not waaaaaaay too long or never!), I just want to know if it is the main thing you are working on, or if you are working on more features first and then updating. Also, I have an idea for an expansion that I might make, depending on a few things. I will either have to find a random coder, or convince a friend, but I wanted to put that out there because the ony expansion that is available right now is the renaissance one.
Well a content/fix update is priority. As for updating to a new version. 1.5 has nothing that effects gameplay with this mod. so it's not really a big thing that effects gameplay so much it needs to be done.
well... no to the first- and the second is kinda corny if it uses major information on the mod.
There might be a decent amount of room, because i deleted the 1.2.5 area aswell.
Well a content/fix update is priority. As for updating to a new version. 1.5 has nothing that effects gameplay with this mod. so it's not really a big thing that effects gameplay so much it needs to be done.
Darn...
I Dont want to start my server until this (and thaumcraft) is updated but I've been really wanting to get it up. And I don't want to try to make an expansion until then either... But the Aether II team has taught me to wait! Anyway, sorry to bug you about Teh update, but I personally think that updating is very important for mods, because most people like to use them and still have all the cool new features of vanilla. But if you disagree, that's cool, just please maybe try again after 1.8 is released because maybe by then someone will have made the block render-thing easier too!
well what is it that you need 1.5 for, because(especially with this). The mod adds manual labour, and the few various 1.5 things wouldn't really do anything, maybe going kiiind of well with automation, alone are practically useless.
well what is it that you need 1.5 for, because(especially with this). The mod adds manual labour, and the few various 1.5 things wouldn't really do anything, maybe going kiiind of well with automation, alone are practically useless.
I think it's not so much about whether MineFantasy "benefits" from the 1.5 changes, but rather, everyone would like to have a playable version of your mod available for the latest playable version of Minecraft. It's the sentiment pretty much every fan of mods has for every mod they like. Part of the mentality can be attributed to Mojang updating so much- after so many Mc-updates-then-mods-update cycles already, mod users have sort of started to expect all mods to try to update when Minecraft does, rather than hope for it. I simply try to hope modders will update, and appreciate when they do. Doesn't mean I and many like me don't have the unspoken wish that we'd love to be playing MineFantasy in 1.5.1 already!
Also, staying back in 1.4.7 means missing out on new content in both vanilla Minecraft and other mods that have updated, even if they have nothing that complements MineFantasy.
Ultimately, you'll update to 1.5.1 whenever you update, if at all, and that's that.
EDIT: a big reason people probably would like a MineFantasy update sooner than later is world gen of your ore blocks. If you add in MineFantasy later on after starting a 1.5.1 world, especially in server worlds where huge swaths of chunks will have already been explored, it can affect gameplay entertainment when people have to travel to great lengths to find ores and whatnot.
hm.. what i think is the bulk of people want it just because it's there. by the looks on the 1.5 stuff; it would be about 10 minutes of playing with them until being bored. because alone. they don't do anything to make survival any more interesting.
but yeh.. the only actual thing i see with problems with old versions is mods put new content in latest versions.
Hey AP, I was tooling around with adding my own kinda stripped-down version of FTB to my minecraft but i have had your mod for a long time and i refuse to give that up. But i have found one (so far) ID conflict and that is that when i try to make a plank i get a steam engine. I am not asking you to fix this as you are quite busy with both the update and the new content. My question is, is there an easy way to just modify the item ID of either the plank or the engine? I have looked for some tutorials but i cant find something to show me what i want to do and i know almost nothing about modding except how to install them properly. Or is this gonna be something more involved because of the way the recipes are laid out on the anvil and the way other items interact with the engine? whew...long post sorry. anyway, any help you can offer would be appreciated and also super excited about the new content GO MINEFANTASY!!!
well since this mod has so many item ids, all you change is the base item id in config(this will move every MF item id too) Or if the mod has support, you can go to config and change the steam engine ID. keep going until their all good. (you will need to move it up a few hundred numbers, since the plank item is one of the first of hundreds of items. make it at 400 and go from there.
ok, so i just open the config and change the number? no special program is needed or anything? as i said i am a noob when it comes to knowing anything other than installing mods
if you had a mod before installing another don't change it, (so if you had a world with this on it you're playing, don't change this mods ids)
*other notice
I have been able to get rid of the player api independence, but 2-hand arm rotations and MF bow screen zooming had to be dropped... there could be a way to allow the mod to use the API- but only when it is installed, and could be implemented without having to painfully install it with the forge when decompiling.
if you had a mod before installing another don't change it, (so if you had a world with this on it you're playing, don't change this mods ids)
*other notice
I have been able to get rid of the player api independence, but 2-hand arm rotations and MF bow screen zooming had to be dropped... there could be a way to allow the mod to use the API- but only when it is installed, and could be implemented without having to painfully install it with the forge when decompiling.
two-hand arm rotations? Care to give an example?
If those are the only two things we lose and it's less of a headache for you, then it seems like a good thing in the long run for MF. I'm sure down the road you can later figure out a way to add in bow-zoom and the two-hand arm rotations (still can't picture this).
the arm rotation thing is subtle, just with 2 handed weapons(morningstars) the left hand rotates inward abit. an extremely minor thing.
But i can picture spam related to a "oh i think i have an idea, make bows zoom in that stupid way bows do" coming from it.
I could create classes in the source that have functions like the api(but don't do anything). just because though you can make something work without, upon recompiling it still chucks a spaz.
ok, so i just open the config and change the number? no special program is needed or anything? as i said i am a noob when it comes to knowing anything other than installing mods
ok, so i just open the config and change the number? no special program is needed or anything? as i said i am a noob when it comes to knowing anything other than installing mods
I would actually not recommend ID Resolver, but that Dro takes the time to learn how to configure IDs on his/her own. It's not hard, and taking control of your own ID layout is beneficial in the long run.
Yes, Dro, it really is as easy as opening up the config and changing the ID number. The important thing is to make sure you use Notepad++ or Wordpad. I think Notepad++ is the recommended program.
Make sure you know the difference between block IDs and item IDs. Block IDs need to be between 256-4096. Item IDs are basically 5000-31000. Thus, there's a huge range of IDs you can use for items, so you can spread out your mod IDs so you have less conflicts to worry about when mods update and add new items. Likewise for the block IDs
In the MineFantasy config, you're looking for this:
"I:Planks=change number here"
If I was to suggest something, I'd suggest changing every block ID to something in the 1000s (simply add a 1 in front of the existing numbers). If that doesn't work, change it to 2000s, etc.
A real good way to know what ID ranges you have available is using NEI and it's ID map dump. It's worth the time to try out NEI and learn about that feature to help you out down the road too.
I would actually not recommend ID Resolver, but that Dro takes the time to learn how to configure IDs on his/her own. It's not hard, and taking control of your own ID layout is beneficial in the long run.
Yes, Dro, it really is as easy as opening up the config and changing the ID number. The important thing is to make sure you use Notepad++ or Wordpad. I think Notepad++ is the recommended program.
Make sure you know the difference between block IDs and item IDs. Block IDs need to be between 256-4096. Item IDs are basically 5000-31000. Thus, there's a huge range of IDs you can use for items, so you can spread out your mod IDs so you have less conflicts to worry about when mods update and add new items. Likewise for the block IDs
In the MineFantasy config, you're looking for this:
"I:Planks=change number here"
If I was to suggest something, I'd suggest changing every block ID to something in the 1000s (simply add a 1 in front of the existing numbers). If that doesn't work, change it to 2000s, etc.
A real good way to know what ID ranges you have available is using NEI and it's ID map dump. It's worth the time to try out NEI and learn about that feature to help you out down the road too.
there isn't config for each specific item id, being hundreds. there's just an item base id. and all ids are build off of that
This mod is amazing!
However in the development build It seems I can't use an anvil and hammer in survival mode.
Other than that keep up the great work!
there isn't config for each specific item id, being hundreds. there's just an item base id. and all ids are build off of that
He wasn't asking about item IDs, which I'm well aware only has the first item numbered then they all follow from there. He was asking specifically about the planks, which take up a block ID and have their own number. Hence, my explanation and emphasis on making sure he understood the difference between block and item IDs and to change all the individual block IDs.
He wasn't asking about item IDs, which I'm well aware only has the first item numbered then they all follow from there. He was asking specifically about the planks, which take up a block ID and have their own number. Hence, my explanation and emphasis on making sure he understood the difference between block and item IDs and to change all the individual block IDs.
well right now; block IDs can actually take up item Ids. but when a block and item clash it doesn't send a report.
", palatino, serif">RUSTIC
Any chance you could make a second comment under your first one, or perhaps just post them in a comment and link to that comment on the front page?
There might be a decent amount of room, because i deleted the 1.2.5 area aswell.
looking on improving the magic stuff anyway
Darn...
I Dont want to start my server until this (and thaumcraft) is updated but I've been really wanting to get it up. And I don't want to try to make an expansion until then either... But the Aether II team has taught me to wait! Anyway, sorry to bug you about Teh update, but I personally think that updating is very important for mods, because most people like to use them and still have all the cool new features of vanilla. But if you disagree, that's cool, just please maybe try again after 1.8 is released because maybe by then someone will have made the block render-thing easier too!
", palatino, serif">RUSTIC
I think it's not so much about whether MineFantasy "benefits" from the 1.5 changes, but rather, everyone would like to have a playable version of your mod available for the latest playable version of Minecraft. It's the sentiment pretty much every fan of mods has for every mod they like. Part of the mentality can be attributed to Mojang updating so much- after so many Mc-updates-then-mods-update cycles already, mod users have sort of started to expect all mods to try to update when Minecraft does, rather than hope for it. I simply try to hope modders will update, and appreciate when they do. Doesn't mean I and many like me don't have the unspoken wish that we'd love to be playing MineFantasy in 1.5.1 already!
Also, staying back in 1.4.7 means missing out on new content in both vanilla Minecraft and other mods that have updated, even if they have nothing that complements MineFantasy.
Ultimately, you'll update to 1.5.1 whenever you update, if at all, and that's that.
EDIT: a big reason people probably would like a MineFantasy update sooner than later is world gen of your ore blocks. If you add in MineFantasy later on after starting a 1.5.1 world, especially in server worlds where huge swaths of chunks will have already been explored, it can affect gameplay entertainment when people have to travel to great lengths to find ores and whatnot.
but yeh.. the only actual thing i see with problems with old versions is mods put new content in latest versions.
woot! 10th post!!! level up!
*other notice
I have been able to get rid of the player api independence, but 2-hand arm rotations and MF bow screen zooming had to be dropped... there could be a way to allow the mod to use the API- but only when it is installed, and could be implemented without having to painfully install it with the forge when decompiling.
two-hand arm rotations? Care to give an example?
If those are the only two things we lose and it's less of a headache for you, then it seems like a good thing in the long run for MF. I'm sure down the road you can later figure out a way to add in bow-zoom and the two-hand arm rotations (still can't picture this).
But i can picture spam related to a "oh i think i have an idea, make bows zoom in that stupid way bows do" coming from it.
I could create classes in the source that have functions like the api(but don't do anything). just because though you can make something work without, upon recompiling it still chucks a spaz.
Use ID resolver mod
http://www.minecraftforum.net/topic/366377-151id-resolver-finally-updated/
easier to fix idss
I would actually not recommend ID Resolver, but that Dro takes the time to learn how to configure IDs on his/her own. It's not hard, and taking control of your own ID layout is beneficial in the long run.
Yes, Dro, it really is as easy as opening up the config and changing the ID number. The important thing is to make sure you use Notepad++ or Wordpad. I think Notepad++ is the recommended program.
Make sure you know the difference between block IDs and item IDs. Block IDs need to be between 256-4096. Item IDs are basically 5000-31000. Thus, there's a huge range of IDs you can use for items, so you can spread out your mod IDs so you have less conflicts to worry about when mods update and add new items. Likewise for the block IDs
In the MineFantasy config, you're looking for this:
"I:Planks=change number here"
If I was to suggest something, I'd suggest changing every block ID to something in the 1000s (simply add a 1 in front of the existing numbers). If that doesn't work, change it to 2000s, etc.
A real good way to know what ID ranges you have available is using NEI and it's ID map dump. It's worth the time to try out NEI and learn about that feature to help you out down the road too.
there isn't config for each specific item id, being hundreds. there's just an item base id. and all ids are build off of that
left click on survival, actually hit it
He wasn't asking about item IDs, which I'm well aware only has the first item numbered then they all follow from there. He was asking specifically about the planks, which take up a block ID and have their own number. Hence, my explanation and emphasis on making sure he understood the difference between block and item IDs and to change all the individual block IDs.
Well... Everything fits fine in the areas there are now- whenever i improve on the magic, that would probably have a tab
well right now; block IDs can actually take up item Ids. but when a block and item clash it doesn't send a report.