I was using Wliu's version (the latest), Switched to Lluixhi's and that one works
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Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
I've heard that 1.7.2 and up is/may be a royal pain to update to due to massive changes. I'm sticking to 1.6.4 until the majority of the mods I use have been updated to that, but I am curious, what the biggest hurdle is for updating to 1.7 and beyond?
I've heard that 1.7.2 and up is/may be a royal pain to update to due to massive changes. I'm sticking to 1.6.4 until the majority of the mods I use have been updated to that, but I am curious, what the biggest hurdle is for updating to 1.7 and beyond?
What I've heard is that they changed it to where items and blocks don't have to use id numbers. They actually start with something like @ModName then block name. So maybe something like @EE3.MiniumStone would be the Minium Stone id. Not really sure on that. But it's supposed to reduce or completely remove mod crash from having the same id numbers. So that mods that wouldn't work together before now will have to problem without a lot of hassle of having to either change id numbers by hand or using something like idfix. It's also supposed to make updating mods take almost no time at all or close to it for new Minecraft updates.
Removing the dependency and identification of blocks and items with IDs? 1.7 is completely ID-less meaning no more ID conflicts, but of course you will need to keep track of your data some other way now.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
What I've heard is that they changed it to where items and blocks don't have to use id numbers. They actually start with something like @ModName then block name. So maybe something like @EE3.MiniumStone would be the Minium Stone id. Not really sure on that. But it's supposed to reduce or completely remove mod crash from having the same id numbers. So that mods that wouldn't work together before now will have to problem without a lot of hassle of having to either change id numbers by hand or using something like idfix. It's also supposed to make updating mods take almost no time at all or close to it for new Minecraft updates.
Removing the dependency and identification of blocks and items with IDs? 1.7 is completely ID-less meaning no more ID conflicts, but of course you will need to keep track of your data some other way now.
Interesting. So, if I understand this right, the initial jump to 1.7 will be a nightmare. But after that updating should, in theory, be a breeze, in addition to not needing to worry about ID conflicts.
On another note, since IMC is nearly finished I'll stop making new EE3 builds and start working on an EE3 addon that will have something to do with Power and EMC I'll add the energy condenser to this mod, so you'll need to download that to get the latest version of the condenser. An more balanced and awesome way of retrieving EMC is being worked on (by me(for my mod) and pah).
I'll post it soon.
Er. Whoops ':D
I was a bit confused by the "Vanilla plugin"
BTW, which Forge tutorial do you suggest? I think I have enough java at this point to start modding.
I've heard that 1.7.2 and up is/may be a royal pain to update to due to massive changes. I'm sticking to 1.6.4 until the majority of the mods I use have been updated to that, but I am curious, what the biggest hurdle is for updating to 1.7 and beyond?
Pahimar did some cleanup.. It's now *officially* on Forge 9.11.1.938 (But still buggy) https://github.com/l...sal-pre2-17.jar Er. Whoops ' I was a bit confused by the "Vanilla plugin" BTW, which Forge tutorial do you suggest? I think I have enough java at this point to start modding.
New build, functionally equivalent to Lluixhi's. http://50wliu.github.io/EE3-Downloads/
You can download the good old `ee3-abcdefghij.jar` from the changelog, or just click on the .zip folder icon for `latest.jar`.
Other EE3 news:
build.properties is completely and utterly broken (it's detected as a binary file now o.O), which means you have to overwrite it each time.
I've submitted a PR to try to stop the @VERSION_NUMBER (build @BUILD_NUMBER@) madness, and actually put in meaningful numbers there (eg pre2a (build 29)).
Also, for people who are using Chrome, has MCF been acting up lately? The multiquotes seem half-broken, and editing is also near-broken for me. (I also almost reported myself by accident while trying to edit this XD)
New build, functionally equivalent to Lluixhi's. http://50wliu.github.io/EE3-Downloads/
You can download the good old `ee3-abcdefghij.jar` from the changelog, or just click on the .zip folder icon for `latest.jar`.
Thanks, though I have to wonder..
Why is my build 1055 kb, and yours 1059 kb?
Are you adding secret easter eggs?
Other EE3 news:
build.properties is completely and utterly broken (it's detected as a binary file now o.O), which means you have to overwrite it each time.
I've submitted a PR to try to stop the @VERSION_NUMBER (build @BUILD_NUMBER@) madness, and actually put in meaningful numbers there (eg pre2a (build 29)).
That's weird. Good thing I copy to a different folder, and ignore the new build.properties files
Some people were complaining about the Tooltip/Update to 1.6.4, so here's a final build for 1.6.2, in case you want to stay there.
Make an issue on Github asking pahimar to make it a config option? See above for link :3
Another new build? NO WAY! http://50wliu.github.io/EE3-Downloads/
^FANCY SHMANCY NEW PAGE! Click the .zip folder icon to download the .jar (ironic :3). It looks a bit weird since I took out a download icon so that one messed up, and there isn't a .jar icon. It's also called latest.jar so that I don't have to keep editing the page source each and every time I make a new build.
For the ones that like the naming, though: https://github.com/5...ae.jar?raw=true
Changelog is there too.
Built against Forge 9.11.1.935 and MC 1.6.4, using commit https://github.com/p...73859bb7d9d8a35.
He said himself, on IRC that he doesn't care. I guess I'll have to fix it myself xP
@ Wliu- Sup...yea I have had some problems trying to edit while using Chrome...like it would open the edit box but when I clicked save it wouldn't update the page...though when refreshing the page it did in fact save and update my post so idk.
@ Sourpowerpete- Who knows...I've seen a few people complaining about vanishing posts and what not for some time now, never heard if it was in fact a bug...mistaken...or just a mad mod on a delete key rampage Could you have possibly offended a particular mod? I always worry about that lol
@ Wliu- Sup...yea I have had some problems trying to edit while using Chrome...like it would open the edit box but when I clicked save it wouldn't update the page...though when refreshing the page it did in fact save and update my post so idk.
@ Sourpowerpete- Who knows...I've seen a few people complaining about vanishing posts and what not for some time now, never heard if it was in fact a bug...mistaken...or just a mad mod on a delete key rampage Could you have possibly offended a particular mod? I always worry about that lol
It seems that mods are particularly sensitive to this thread...I've already gotten an infraction (informal) for basically saying "no" to somebody.
Also, nice to know that I'm not the only one who's experiencing problems on here.
NEW BUILD! http://50wliu.github.io/EE3-Downloads/
As usual, click the .zip icon to download, or view the changelog to download the alternate-naming jar.
Im havingproblems with this mod, ive seen videos of EE2 and loved it especially the condenser being able to convert stuff into other stuff for cost of EMC but i just cant get this to work, my stones do nothing, i cannot cycle through options to change it to, all i have in the bottom corner is a picture of the stone itself i cant get that to change to another another material i want to change the objects too, any help please???
All the recipes were removed a while ago to test out the Dynamic EMC system. I made an addon that adds those recipes back if you wish to use it: http://www.minecraft...t-with-alchemy/
p.s will the condenser be brought back in future builds?
Read the original post to see all your answers about what's happening to EE2 items.
Condensers have been removed. A suitable replacement with new mechanics will be added in the future.
Yup. However, they might be closed immediately and without any comments if pahimar thinks they're just stupid. Usually that doesn't happen though Always worth a try!
Exactly whose build are you using? Mine? Lomeli's? Lluixhi's? redmen's?
wait what might be closed? and without any comments?
i dont even have an account there yet, im new to that sight, and i was a little busy till now
wait what might be closed? and without any comments?
i dont even have an account there yet, im new to that sight, and i was a little busy till now
and what would i need to do to get him to at least read the idea? again, i dont fully understand what you mean
If he really dislikes your idea, he might close the issue on sight and not reply to it (highly unlikely). Once you create a new issue, it will show up in pahimar's news/announcements feed, and he'll eventually get to it. Even if he doesn't reply for some time, you'll most likely get feedback from other members of the Github community.
Friendly question for clarifying, but if i were to post my ideas in the github (being future ideas thatI wouldn't possibly know how to code (not yet at least)), i would post it under the issues page? before i act, i wanna make sure that my actions dont cause any unnecessary confusion.
Yes. When you want to code it yourself (removing any excuse that pahimar has to not code it :P), fork the repository, then go to your forked version, do your changes and stuff, and then click pull request.
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
What I've heard is that they changed it to where items and blocks don't have to use id numbers. They actually start with something like @ModName then block name. So maybe something like @EE3.MiniumStone would be the Minium Stone id. Not really sure on that. But it's supposed to reduce or completely remove mod crash from having the same id numbers. So that mods that wouldn't work together before now will have to problem without a lot of hassle of having to either change id numbers by hand or using something like idfix. It's also supposed to make updating mods take almost no time at all or close to it for new Minecraft updates.
Interesting. So, if I understand this right, the initial jump to 1.7 will be a nightmare. But after that updating should, in theory, be a breeze, in addition to not needing to worry about ID conflicts.
It's now *officially* on Forge 9.11.1.938
(But still buggy)
https://github.com/lluixhi/EE3-Builds/raw/master/1.6.4/ee3-universal-pre2-17.jar
Er. Whoops ':D
I was a bit confused by the "Vanilla plugin"
BTW, which Forge tutorial do you suggest? I think I have enough java at this point to start modding.
EDIT:
Sneak update of Build # 17
IDs went poof.
Hum, could you use the build that Lluixhi just posted or the one linked below and see if the problem still exists?
For a modding tutorial: http://www.pahimar.c...egory/lets-mod/
New build, functionally equivalent to Lluixhi's.
http://50wliu.github.io/EE3-Downloads/
You can download the good old `ee3-abcdefghij.jar` from the changelog, or just click on the .zip folder icon for `latest.jar`.
Other EE3 news:
build.properties is completely and utterly broken (it's detected as a binary file now o.O), which means you have to overwrite it each time.
I've submitted a PR to try to stop the @VERSION_NUMBER (build @BUILD_NUMBER@) madness, and actually put in meaningful numbers there (eg pre2a (build 29)).
Also, for people who are using Chrome, has MCF been acting up lately? The multiquotes seem half-broken, and editing is also near-broken for me. (I also almost reported myself by accident while trying to edit this XD)
Thanks, though I have to wonder..
Why is my build 1055 kb, and yours 1059 kb?
Are you adding secret easter eggs?
EDIT: I sneak updated my build.
That's weird. Good thing I copy to a different folder, and ignore the new build.properties files
Some people were complaining about the Tooltip/Update to 1.6.4, so here's a final build for 1.6.2, in case you want to stay there.
https://github.com/l...l-pre2-9999.jar
He said himself, on IRC that he doesn't care. I guess I'll have to fix it myself xP
http://i.imgur.com/s5Xsq5k.png (MCF hates big images and text )
Debugging purposes.
@Lluixhi: No idea why mine's bigger than yours
Will be posting an updated build sometime tonight.
@ Sourpowerpete- Who knows...I've seen a few people complaining about vanishing posts and what not for some time now, never heard if it was in fact a bug...mistaken...or just a mad mod on a delete key rampage Could you have possibly offended a particular mod? I always worry about that lol
It seems that mods are particularly sensitive to this thread...I've already gotten an infraction (informal) for basically saying "no" to somebody.
Also, nice to know that I'm not the only one who's experiencing problems on here.
NEW BUILD!
http://50wliu.github.io/EE3-Downloads/
As usual, click the .zip icon to download, or view the changelog to download the alternate-naming jar.
Built against Forge 9.11.1.938 for MC 1.6.4 with commit https://github.com/pahimar/Equivalent-Exchange-3/commit/821545049c6d62da7b6d5e93bd518850005762e0
All the recipes were removed a while ago to test out the Dynamic EMC system. I made an addon that adds those recipes back if you wish to use it: http://www.minecraft...t-with-alchemy/
Read the original post to see all your answers about what's happening to EE2 items.
Read the original post.
wait what might be closed? and without any comments?
i dont even have an account there yet, im new to that sight, and i was a little busy till now
and what would i need to do to get him to at least read the idea? again, i dont fully understand what you mean
If he really dislikes your idea, he might close the issue on sight and not reply to it (highly unlikely). Once you create a new issue, it will show up in pahimar's news/announcements feed, and he'll eventually get to it. Even if he doesn't reply for some time, you'll most likely get feedback from other members of the Github community.
Yes. When you want to code it yourself (removing any excuse that pahimar has to not code it :P), fork the repository, then go to your forked version, do your changes and stuff, and then click pull request.
Yes. It's licensed in such a way that you can use it in ANY modpacks. LGPL FTW!
http://i.imgur.com/s5Xsq5k.png (MCF hates big images and text )