Also, knowing that the community is working on updating this mod is rather fantastic! If we get working versions for new minecraft, Cool has something to reference while working on new stuff. We get updated ZSS and new content, faster and better than ever <3 Thank you in advance Robijn
I've literally cut it down to 2 compile errors. I think it's nice to finally join the modding community, even though I still have a lot to learn. The new fork I've made actually uses copied bodies of some old methods that were removed, so they definitely need worked on after I finish this release. I'm at school and the internet won't let me on github, so when I get a chance, I will post the link. My github name is Spitfyre03, and the only repository I have is for this mod. Make sure you change the branch to Spitfyre-1.8.9 when you go to download it. Should be a green button on the right that says something like "clone or get download." Will announce when Robijn and I are done with this port, and I'll send it back to Alias to do whatever with it
A community carrying a mod until the original author can get back to it is oddly not a first. Botania was ported to several versions by WillieWillus until Vazkii got back to it himself. It's good to see the community help to keep one of their favorite mods going until you can get back to it yourself.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Agreed - many thanks to Spitfyre03 and Robijnvogel for their efforts so far, as well as the rest of you who, like myself, continue to lurk and support this mod!
I haven't had a chance to set up a workspace yet, but I did download the latest recommended Forge versions... so, that's progress, right?
@Saraphae Hello again, friend - glad to see you still around!
I finished with the last compile errors and committed it to github here. I tried to run a test, and the mod runs fine, though there are some misaligned (maybe wrong directory or just a code issue) or missing textures. Simple things to fix. But M&B threw an error that crashed the game. Turns out, their last update was last year, so the snapshot and mappings have changed. I opened THAT in eclipse, and anything that was causing an error was either referencing to a previously still-obfuscated method, or tried to access an inaccessible field (which had been the cause of the crash). I fixed up most of it, but not everything has a getter, so it might take a little bit longer.
As for newer versions, I can't speak for Robijn and Alias, but we're doing a cut and dry port to 1.8.9, and it needs work. I don't really have any thought toward starting a port to 1.9+ until we do a little more with this version first. There are also other things that need to be considered, like the versions of Atlas and M&B, which this mod depends on. Of course it will still be something to work on every now and then, but the focus was to get it to 1.8.9, which in my opinion is a huge step in the right direction. But any step this project makes, I'm for it.
I finished with the last compile errors and committed it to github here. I tried to run a test, and the mod runs fine, though there are some misaligned (maybe wrong directory or just a code issue) or missing textures. Simple things to fix. But M&B threw an error that crashed the game. Turns out, their last update was last year, so the snapshot and mappings have changed. I opened THAT in eclipse, and anything that was causing an error was either referencing to a previously still-obfuscated method, or tried to access an inaccessible field (which had been the cause of the crash). I fixed up most of it, but not everything has a getter, so it might take a little bit longer.
As for newer versions, I can't speak for Robijn and Alias, but we're doing a cut and dry port to 1.8.9, and it needs work. I don't really have any thought toward starting a port to 1.9+ until we do a little more with this version first. There are also other things that need to be considered, like the versions of Atlas and M&B, which this mod depends on. Of course it will still be something to work on every now and then, but the focus was to get it to 1.8.9, which in my opinion is a huge step in the right direction. But any step this project makes, I'm for it.
There are also other things that need to be considered, like the versions of Atlas and M&B, which this mod depends on. Of course it will still be something to work on every now and then, but the focus was to get it to 1.8.9, which in my opinion is a huge step in the right direction. But any step this project makes, I'm for it.
ZSS doesn't exactly depend on anything - Antique Atlas and M&B were supported while they were current, but if they haven't updated then I will simply remove support for them from the code.
Hopefully I'll have some time this weekend to set up a workspace and poke around a little, maybe see if I can scrape my code off my old hard drive. I've got a 4-month old kid, though, so who knows how much I'll manage.
ZSS doesn't exactly depend on anything - Antique Atlas and M&B were supported while they were current, but if they haven't updated then I will simply remove support for them from the code.
Hopefully I'll have some time this weekend to set up a workspace and poke around a little, maybe see if I can scrape my code off my old hard drive. I've got a 4-month old kid, though, so who knows how much I'll manage.
Yeah, things can change.
Someone once said: "The second smartest thing one can do is to be prepared for anything. The smartest thing one can do is to come to grips with the fact that you can't prepare for anything. Improvise, young one."
ZSS doesn't exactly depend on anything - Antique Atlas and M&B were supported while they were current, but if they haven't updated then I will simply remove support for them from the code.
Hopefully I'll have some time this weekend to set up a workspace and poke around a little, maybe see if I can scrape my code off my old hard drive. I've got a 4-month old kid, though, so who knows how much I'll manage.
Both are updated to 1.8.9 (I use Atlas), but I'm not sure about 1.9+
Considering Minecraft made dual-wield standard, I'm assuming M&B might have continued as just the extra addons (shields and such) and thus wouldn't need support.
If you want to remove them, you can. You can also give me a once-over of what you used M&B for exactly, I might be able to do it myself. I didn't have issues with Atlas, but who knows until I get passed this one issue. And M&B uses Access Transformers, which are something I'm not at all familiar with. I just kinda looked at the structure of the overwrites, and the one that threw the error was the line that actually looks like it's structured differently from the rest. My bad for assuming it hadn't been updated (which it really hasn't, they only came out with 1 release for 1.8.9), but the issue is the field it needs is still private. I can either use reflection, which I would need time to research a little more, or I can work with his config file. I'm just trying to get it to run, because after that, the real work can start.
hey it's been a while but i remember you could make it to where the mod starts you off with 3 hearts. is that still a thing? or was that removed?
I'm pretty sure you could overwrite the Player characteristics so that when you spawn in a new world, it would do that. But I also know for a fact that all of a player's information is stored in a .dat file, including current health. I could take a look at that, and maybe you can have it pull that number from a config file, but what are you wanting to do with that.
Well, I've begun the process of setting up workspaces... I'd forgotten how mind-numbingly tedious it can be, especially since I need to set up a separate workspace for each Minecraft version I'm targeting (otherwise it's a slog trying to switch version branches).
I'm going to focus on getting my changes from last year up first, since I spent a lot of time working on them before the series of unfortunate (and fortunate) events that lead to my modding demise.
Luckily I've got it all, but oh boy is my old directory structure a tangled web. It's going to take some time to figure out what's what and what's where.
So, my first goal is to get out an update for 1.7.10 with all the goodies I'd been working on. I see Antique Atlas and Battlegear2 both have newere versions for 1.7.10, so I'll be updating to those as well as the latest recommended Forge for 1.7.10.
Once that's done, barring critical bug fixes I'll probably end development of the 1.7.10 branch so I can focus on a single version at a time.
I'll then work on updating to 1.8.9 and fixing all the random rendering issues that have plagued the 1.8 version of ZSS, release that and then start the process of moving on to newer Minecraft versions as time allows.
I know I would donate if I could. But I too haven't set up a donation page due to lack of time. ^^;
I've received a couple of donations via PayPal over the years - I guess it would be nice to have a 'Donate with PayPal' link or something, but I don't see the need for a dedicated donation page. But then soliciting donations was never my goal in creating this mod - if it was, I'd have stopped long long ago.
Well it's taken about 4 hours (note that this includes random baby, wife and house-related tasks), but I now have a functioning 1.7.10 workspace with the latest Forge + M&B + AA, and everything seems to be running smoothly (albeit slowly on this decrepit old work computer... but hey, it's a computer).
So, progress! Not sure how much more time I can squeeze in today, but it's looking like I'm going to be doing this for real.
ok quick question. how do i get bombs? i've had one drop from a creeper but that's it and i wasted it on unbreakable stone. (didn't know it was unbreakable til i went into creative mode) and i don't know if there's a recipe for them yet. can someone help.
ok quick question. how do i get bombs? i've had one drop from a creeper but that's it and i wasted it on unbreakable stone. (didn't know it was unbreakable til i went into creative mode) and i don't know if there's a recipe for them yet. can someone help.
I highly suggest you read both the manual included with the mod and the mod's configuration file - you will find that most questions you have will be covered within those two documents.
As for crafting recipes - the vast majority of items in this mod can NOT be crafted at all. All items can be found by exploring, some may be found in ceramic jars or grass littering the world, some may be purchased, and some can be retrieved from enemies. Good luck and have fun!
I've literally cut it down to 2 compile errors. I think it's nice to finally join the modding community, even though I still have a lot to learn. The new fork I've made actually uses copied bodies of some old methods that were removed, so they definitely need worked on after I finish this release. I'm at school and the internet won't let me on github, so when I get a chance, I will post the link. My github name is Spitfyre03, and the only repository I have is for this mod. Make sure you change the branch to Spitfyre-1.8.9 when you go to download it. Should be a green button on the right that says something like "clone or get download." Will announce when Robijn and I are done with this port, and I'll send it back to Alias to do whatever with it
A community carrying a mod until the original author can get back to it is oddly not a first. Botania was ported to several versions by WillieWillus until Vazkii got back to it himself. It's good to see the community help to keep one of their favorite mods going until you can get back to it yourself.
If regular is Vanilla then what flavor is your Minecraft?
Agreed - many thanks to Spitfyre03 and Robijnvogel for their efforts so far, as well as the rest of you who, like myself, continue to lurk and support this mod!
I haven't had a chance to set up a workspace yet, but I did download the latest recommended Forge versions... so, that's progress, right?
@Saraphae Hello again, friend - glad to see you still around!
@coolAlias
That's absolutely progress! Do you have an official donations page yet?
hey so is the mods latest version for 1.8? or is there a version available for 1.11/1.11.2?
1.8, community is working on 1.8.9, 1.11 I don't believe has been discussed (though I think 1.10 was).
@coolAlias @Saraphae
I finished with the last compile errors and committed it to github here. I tried to run a test, and the mod runs fine, though there are some misaligned (maybe wrong directory or just a code issue) or missing textures. Simple things to fix. But M&B threw an error that crashed the game. Turns out, their last update was last year, so the snapshot and mappings have changed. I opened THAT in eclipse, and anything that was causing an error was either referencing to a previously still-obfuscated method, or tried to access an inaccessible field (which had been the cause of the crash). I fixed up most of it, but not everything has a getter, so it might take a little bit longer.
As for newer versions, I can't speak for Robijn and Alias, but we're doing a cut and dry port to 1.8.9, and it needs work. I don't really have any thought toward starting a port to 1.9+ until we do a little more with this version first. There are also other things that need to be considered, like the versions of Atlas and M&B, which this mod depends on. Of course it will still be something to work on every now and then, but the focus was to get it to 1.8.9, which in my opinion is a huge step in the right direction. But any step this project makes, I'm for it.
I think that discussion occurred before 1.11 came out.
Ah, good work!
dang ok then. well i'm glad to this mod is still alive in one form or another. looking forward to the 1.8.9 version
I wish - no time to make one, though!
ZSS doesn't exactly depend on anything - Antique Atlas and M&B were supported while they were current, but if they haven't updated then I will simply remove support for them from the code.
Hopefully I'll have some time this weekend to set up a workspace and poke around a little, maybe see if I can scrape my code off my old hard drive. I've got a 4-month old kid, though, so who knows how much I'll manage.
Yeah, things can change.
Someone once said: "The second smartest thing one can do is to be prepared for anything. The smartest thing one can do is to come to grips with the fact that you can't prepare for anything. Improvise, young one."
Both are updated to 1.8.9 (I use Atlas), but I'm not sure about 1.9+
Considering Minecraft made dual-wield standard, I'm assuming M&B might have continued as just the extra addons (shields and such) and thus wouldn't need support.
Just looked, Atlas stopped at 1.9.4 currently.
If you want to remove them, you can. You can also give me a once-over of what you used M&B for exactly, I might be able to do it myself. I didn't have issues with Atlas, but who knows until I get passed this one issue. And M&B uses Access Transformers, which are something I'm not at all familiar with. I just kinda looked at the structure of the overwrites, and the one that threw the error was the line that actually looks like it's structured differently from the rest. My bad for assuming it hadn't been updated (which it really hasn't, they only came out with 1 release for 1.8.9), but the issue is the field it needs is still private. I can either use reflection, which I would need time to research a little more, or I can work with his config file. I'm just trying to get it to run, because after that, the real work can start.
hey it's been a while but i remember you could make it to where the mod starts you off with 3 hearts. is that still a thing? or was that removed?
I'm pretty sure you could overwrite the Player characteristics so that when you spawn in a new world, it would do that. But I also know for a fact that all of a player's information is stored in a .dat file, including current health. I could take a look at that, and maybe you can have it pull that number from a config file, but what are you wanting to do with that.
I know I would donate if I could. But I too haven't set up a donation page due to lack of time. ^^;
Well, I've begun the process of setting up workspaces... I'd forgotten how mind-numbingly tedious it can be, especially since I need to set up a separate workspace for each Minecraft version I'm targeting (otherwise it's a slog trying to switch version branches).
I'm going to focus on getting my changes from last year up first, since I spent a lot of time working on them before the series of unfortunate (and fortunate) events that lead to my modding demise.
Luckily I've got it all, but oh boy is my old directory structure a tangled web. It's going to take some time to figure out what's what and what's where.
So, my first goal is to get out an update for 1.7.10 with all the goodies I'd been working on. I see Antique Atlas and Battlegear2 both have newere versions for 1.7.10, so I'll be updating to those as well as the latest recommended Forge for 1.7.10.
Once that's done, barring critical bug fixes I'll probably end development of the 1.7.10 branch so I can focus on a single version at a time.
I'll then work on updating to 1.8.9 and fixing all the random rendering issues that have plagued the 1.8 version of ZSS, release that and then start the process of moving on to newer Minecraft versions as time allows.
I've received a couple of donations via PayPal over the years - I guess it would be nice to have a 'Donate with PayPal' link or something, but I don't see the need for a dedicated donation page. But then soliciting donations was never my goal in creating this mod - if it was, I'd have stopped long long ago.
Indeed, unless you guys have released something without my knowledge?
@Spitfyre Don't worry about messing with BG2 or AA - I'll handle that when I come to 1.8.9.
Well it's taken about 4 hours (note that this includes random baby, wife and house-related tasks), but I now have a functioning 1.7.10 workspace with the latest Forge + M&B + AA, and everything seems to be running smoothly (albeit slowly on this decrepit old work computer... but hey, it's a computer).
So, progress! Not sure how much more time I can squeeze in today, but it's looking like I'm going to be doing this for real.
ok quick question. how do i get bombs? i've had one drop from a creeper but that's it and i wasted it on unbreakable stone. (didn't know it was unbreakable til i went into creative mode) and i don't know if there's a recipe for them yet. can someone help.
I highly suggest you read both the manual included with the mod and the mod's configuration file - you will find that most questions you have will be covered within those two documents.
As for crafting recipes - the vast majority of items in this mod can NOT be crafted at all. All items can be found by exploring, some may be found in ceramic jars or grass littering the world, some may be purchased, and some can be retrieved from enemies. Good luck and have fun!