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    posted a message on Just Another Spawner (JAS) v0.14

    FYI for those interested, I'm forward-porting the mod to 1.12.x. No feature changes (none for users anyway, there is also default-disabled API capability for modders to detect/control JAS spawn events and entities).


    No ETA, maybe a few days. Will be very alpha but we'll be testing it on our own server.


    Will post here again when a test build is available.

    Posted in: Minecraft Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    It seems that you need to enable Render_Other_Skybox. It's in the dimension-specific configurations.



    Oh whoops my mistake, I thought this was a Optifine or Shader thing that you had to set programmatically.

    This has solved it, thanks :) If I had to be picky it would be great it Stellar Sky's stars rendered "behind" the shader skybox, if that's even possible (so the milkyway graphic could be kept) but I'm very grateful - more than happy to just edit Chocapic's shader and remove it's milkyway (and daytime sun).


    Looks good though, very happy to be able to have Stellar Sky with more eye candy :) (Screenshot with Chocapic Medium)

    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    Hello. I got into a barrier while working on rewrite of Stellar API. To resolve this issue, I'm going to have some time off from modding. It will take 1 to 3 months, with no guarantee of getting back. I'm sorry for those waiting for stellarium.


    Sorry to hear that. Best of luck with your IRL stuff!
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»


    I think I fixed one of the most irritating issue with shaders - which looked like dragging the screen all over the place.
    The Optifine routine of detecting the sun is a bit... crude, so there should be call to renderglobal - which now can be done when Render_Other_Skybox is enabled.


    So.. Here's the fix. Please check if it works or not! (It should be v0.7.5.1.5, don't download v0.7.5.1.4)
    Don't forget to install Stellar API.





    It works! (with Chocapic's shaders). Thanks so much, it looks amazing! Well, everything is really dark on first load (like it's night time) - but switching to a different shader (internal shader) and back again solves that.

    Oh I'm well aware of how bad Optifine is, it's a cancer on the mod community really - closed source and lots of hacky coremods, the developer always blames others for doing things wrong. Fastcraft is also strongly shunned by serious developers and community members for the same reason. But sadly Optifine is a necessary evil for many of us!


    EDIT: Ok, I can see that that darkness is just the minimum light level in Stellar Sky - I forgot about that. It looks good apart from two obvious things:


    1) The sun is always locked to the same position in the viewport, as if it's stuck to the camera. This is the shader's sun, it seems - switching the shader off and on again solves this. So probably not your fault/problem here.

    2) There is a line in the sky to the west when atmosphere interpolation is enabled. See screenshot (ignore the glaring sun, that's chocapic's shader).


    But all in all, these are minor issues and can be worked-around by simply resetting the shader so don't stress :)


    EDIT2: Well, false alarm sorry - the sky lighting is broken when using shaders. It's locked to whatever time of day it was whenever the shader was enabled.

    Posted in: WIP Mods
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    posted a message on Resonant Induction - Universal electricity manipulation and Tesla towers!
    Quote from halvorshalvors»
    I'm curently working on a rewrite of Atomic Science mod, faithful to the classic that we all love! (The atomic module of Electrodynamics)


    I have talked to Calclavia and i've got her permission to use the
    idea, the mod will not be called Atomic Science, but something to avoid
    confusion.




    I'll be targeting 1.7.10 first (Yes, in know it ancient) and then
    move on to 1.10.2. Probably maintaining a release for each of them.




    I'll need some testers to hunt for bugs and make sure that we're
    keeping it faithful to the original, so if you're interested just let me
    know ;-)


    Interesting, though I think it's a bad idea to support 1.7.10 at this stage. Sooooo much has changed and 1.7.10 has so many issues. Better off starting from scratch for 1.12.1 IMO (not 1.10) since this seems to be the version that all the big modders are gunning for. 1.12.1 looks like it will be the next major version for modders.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]

    Just an FYI for followers

    I was working on this for quite a while and adding a lot of features and improvements for our modpack, the AW2 fork I made became too dependent on other mods as a result of this though so it's not really usable. 1.7.10 is just too old now, and the original AW2 mod was trying to do too much for me to understand. I lost interest a few months ago and gave up because the AI code in 1.7.10 is so bad and all my fixes to make NPC's half decent was just too heavy.


    But since 1.12.1 has had a lot of performance optimizations, and it seems like it might be the "plateau version" for modding (i.e. the next upgrade from 1.7.10) - lots of big mods are being updated for it or planned to.


    So, I'm working on a brand new mod for 1.12.1 which will be heavily inspired by AW2. It will only contain automation NPC's at first (couriers, farmers and other workers) but will have a strong emphasis on building an empire/colony with territory and management mechanics. First though, baby steps - there will be NPC's that help you do stuff.


    Eventually there will be addon for combat NPC's, or it will be in the base mod.


    And eventually, MAYBE, I will make another mod that adds siege weapons. It may be based on Open Modular Turrets. It could also have integration with the combat NPC's. But this is very low priority and very far future - like a year - because I have real life commitments and will be doing this all myself. I would prefer if someone else made a mod for this so I can focus on the NPC aspect instead, though....


    I also want to make a mod that re-creates the kinetic energy system (gears and shafts) of AW2, maybe with a little bit more technical involvement with it (but not as crazy as RotaryCraft's power difficulty). This is of higher interest to me than siege weapons and will almost certainly come before it (as a different mod though).


    I'll post here again when I have an initial release of this new mod. Maybe it can catch the attention of another modder who wants to create siege engines.


    Or maybe,crazy thought, one of you many people complaining could learn Java and make one yourself. Because it seems nobody else really wants to.

    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Nice to see that this is still being worked on.


    Curious if anybody has had any success with using shaders lately? Trying to use OptiFine on 1.12.1 with Chocapic shaders, I still get GL error spam with StellarSky. I don't want to ruin players ability to use shaders on the server so unfortunately I still have to give StellaySky a pass because of this.


    Surely there is a way to get OptiFine to avoid shading the skybox or something...?

    Posted in: WIP Mods
  • 0

    posted a message on Mojang's Session servers are down, so people on the Java edition can't join servers. Do you think Mojang is aware?

    It's apparently been down coming on three hours now. That's pretty pathetic. I guess I'm going to set my server to offline mode for a while... hope nobody comes in and trolls the place up xD

    Posted in: Discussion
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Crudedragos»

    Sad to say but I'm pretty sure they have; its just never clicked for me. Most obvious to me are complaints of Squid spawns, I've seen complaints for bother vanilla and JAS; people have always reported Squid spawning near random bodies of water but dying on land. Its a combination of it never being a big enough issue with it being difficult to reproduce, and common in vanilla.

    This would explain it exactly, kind of neet to finally solve it. Thanks to @Dulciphi for pinging me.


    As an aside, is it just me or is the community stuck on 1.7.10? I googled all the big mods at the time and I don't think any of them updated (if they are even still being updated).


    My workaround only helps partially btw, I just had a Turkey spawn in light level 7 at level 65 - one block off the ground :(

    I edited my post btw, there's no need to disable the cluster spawn fuzz.

    We'll try this new version right away, thanks!

    A large part of the community is stuck, yeah. Everyone is still working on updating, there have been a lot of changes since 1.7.10. Some of the new tech mods e.g. Immersive Engineering have already moved on, but the older mod(ders) are taking a bit longer.

    A lot of modders are actually pretty annoyed with Lex and Forge in general. I've heard a lot of complaints about Lex's lack of logic in many changes, some claiming that he's a bad Java/OO developer in general lol.

    A new mod API sure would be nice, something with a bit more transparency and co-operation. I was looking forward to M3L, but it's on indefinite hiatus sadly and can't do much more than add basic blocks in it's current state... maybe one day I will try and contribute to it (and Enigma, the associated decompiler)... both are based on much newer technology than Forge and MCP.

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Crudedragos»
    I"ll note the deviation is quite large. 6 blocks in either horizontal direction and +-1 vertically.




    Oh really? This is something inherent in vanilla, whenever any entity is spawned? Is it possible for you to turn that off or is it done as part of the base game spawn logic? Maybe I could write a coremod to disable this behavior (if I could find where exactly in the base code this happens) but I assume this is needed for the cluster-spawning stuff. Hmm....

    EDIT: Found it. Working with .1614 for Forge 1.7.10 (line numbers may be different for other Forge versions), in class net.minecraft.world.SpawnerAnimals, we have this @ line 131:

    k2 += p_77192_1_.rand.nextInt(b1) - p_77192_1_.rand.nextInt(b1);
    l2 += p_77192_1_.rand.nextInt(1) - p_77192_1_.rand.nextInt(1);
    i3 += p_77192_1_.rand.nextInt(b1) - p_77192_1_.rand.nextInt(b1);


    ..where b1 is defined literally as 6, so yeah it's just as you said. This random "fuzz", however, is called much earlier than the CheckSpawn event is fired on the ForgeEventFactory (you can see it down on line 174).

    In other words, Forge is already calling CheckSpawn for each individual entity inside the pack - Not once on the pack itself. We were encountering this issue for solitary creatures anyway - never for pack spawns. So this problem is definitely not a case of some pack members spawning on the edge outside of a valid position.

    Dulciphi already linked me to the issue, so I'm glad you found it. Until then, the change I made does seem to be a valid work-around for the moment.

    Sorry to pull you away from real-life commitments - thanks for confirming the issue though. Very strange that nobody has encountered this issue before me!

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14

    Yeah, something is really wrong with JAS. I've done extensive debugging and for some reason it decides to spawn things wherever it wants, and it completely bypasses the conventional CheckSpawn event (I did this by logging every single spawn event and recording their UUID, then comparing their UUID's to entities also caught in the EntityJoinWorldEvent - the same specific entity is SOMETIMES firing the CheckSpawn event, but other times not - and in both cases, stacktraces show that JAS is spawning both).

    I guess it's time I dive into the code and try and figure it out. Good fun, as always...

    EDIT: Ok, I THINK I solved it by adding an air block check to each of my creature types (after several minutes, not a single spawn, whereas before I would get several within seconds)...

    ...||block({'air'},{0,1,0},{0,-1,0})


    For some reason a range of 0,0,0 wasn't good enough - any entity could still sometimes spawn above ground in the air where the block light was less than what I was allowing.

    No idea why the solid and opaque checks weren't good enough. Maybe adding 1 to the range like I did with air would solve it too? I dunno, not really in the mood to experiment anymore.

    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from MelchiorGaspar»

    It does not look like its being updated anymore.... not too worry I found this addon TreeChopper
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2731148-tree-chopper-cut-down-the-whole-tree
    but its not up to date but I found a copy here, that is I can't seem to recall where I found it... I found another site hosting a up to date copy of TreeChopper... but forgot...

    You just said a whole lot of nothing.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from rogerwsands»

    A| <-- no typo, it is what tells JAS you are using an "attribute" group not individual
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288431-just-another-spawner-jas-v0-14?comment=2529
    That post shows ANVIL PUNCHER using an attribute group of biomes but it shows how he uses the A|
    in your case you would want to put it in one of the CFG files in the SLE folder. I don't know if it matters which one since it embodies a group of mobs, the entire group will be applied.
    the only issue may be the CFG where the original mob is listed, you may need to zero those weights so you don't get dbl spawning...

    Once you are in a biome and JAS reads the biome and processes weights, then chooses your group, it will not care what another CFG says, it will process the one as listed.

    as for torchlight ... e.g.
    "Spawn Tag": "!lgcy.height(0,63)&&!lgcy.light(0,3)",

    This reads "Spawn unless NOT height 0 to 63 and unless NOT light 0 to 3." Literally takes advantage of double negatives to say spawn between 0 and 63 and spawn in light level 0 to 3. //This is the spawn requirements of the bat, by the way, for vanilla Minecraft.

    lgcy.torchlight(int minLight, int maxLight) <---this is what you need I think
    obj.torchlight() <---returns light level of torch where you want to sent min and max spawn requirements or despawn requirements.

    more blah blah blah

    Oh cool, I'll try out that attribute thing sometime - thanks!

    Yeah, I'm aware of how the spawn tags work. Actually we set a few MoCreatures to "CREATURE-false" and they still rarely somehow spawn, even though "/jas canspawnhere MoCreatures.Goat" for example correctly shows that they cannot spawn.

    I made a thing in my own mod which records the original spawn position of an entity and I can get this spawn info value with an item, and something is still spawning creatures randomly where they shouldn't be (i.e. jas canspawnhere does not pass). I'm not sure what the problem is - we have tried both the "empty spawn list" as well as the "disable spawning gamerule" options, but entities from various mods - including vanilla itself - are still rarely spawned. It might only happen when a player freshly logs-in after a server restart, or if an unloaded chunk is re-loaded (not generated) though.

    It's really baffling us, there's no single mod that could be causing this - it's definitely an issue with the vanilla spawning not being properly blocked or a bug in JAS itself. We've tried to figure it out for weeks, but I give up. I'm just going to code my own thing that blocks entity spawning if torchlight is greater than a certain value. If it STILL has a problem after that, then it must be some kind of race condition with a chunk loading and the block light not being updated/applied before the game has an opportunity to spawn something.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from rogerwsands»

    Cosmic Dan, sorry about the late response. The mod author had other life to tend to and has since put the mod up for someone else to father.

    the smart ones, if you look back in the history of the thread you could send a message to.


    I would venture to say your attribute group is good, but really could not say where you would use it oddly enough.


    You wouldn't use it in the EH because that contains mob data.

    The only logical place is the SLE folder, and I don't know if it would matter what SLE file you put it in as you already defined it in living groups cfg.


    'A|ANIMALSFARM' would be the tag you would use like you would use a mob.


    Thank for the reply.

    I am pretty sure the definition is in the right place, I'm just not sure how to use it. I did try specifying ANIMALSFARM (is that "A|" a typo? I don't know what that means) but JAS would delete them once I reload.

    I've also found an issue with obj.torchlight; it only seems to respect vanilla torches. I have had vanilla horses spawn inside a little farm that was completely lit with Lantern from Gany's Surface, and I've had some MoCreatures animals do the same. It's rare, but it does happen. I assume it's JAS wrongly spawning, anyway...
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]

    i searched month by month for just a realistic cannon... and all results i found is YOUR mod, Shadowmage! but you deleted the engines i'm wanted in AW2 just for what? but if anyone know a mod that add cannon WITHOUT bother me with AW(Ancient Warfare) or BW(Balkon's Weapons) FOR 1.7.10, thank you.


    Shadowmage left a long time ago.

    No such mod exists because it's not only very difficult, but 1.7.10 modding is practically dead.
    Posted in: WIP Mods
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