But wouldn't the point of having nano or quantum armor, nano sabers, mining lasers, etc, be to make it easier to fight the ender dragon and other mobs in the game? I don't feel that it particularly changed the goal, it just offers a different path to accomplish it.
- FyberOptic
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Member for 11 years, 1 month, and 5 days
Last active Fri, Oct, 14 2016 17:06:47
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Jun 17, 2015FyberOptic posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
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Jun 17, 2015FyberOptic posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
There's very few mods that change the fundamental nature of Minecraft. Those that tried still didn't really stray far from the core game, they generally just made it more complicated.
Minecraft clones are a dime a dozen nowadays it seems. None of them have achieved mass popularity because they all lack the charm that Minecraft always manages to hold onto, and regardless of what mods do to it. It reminds me of Wolf3d, where no matter what the community did, it was still distinctly Wolf3d underneath.
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Dec 15, 2014FyberOptic posted a message on Minecraft Movie Hits Some SnagsClearly the Fratellis were behind this.Posted in: News
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Apr 21, 2014FyberOptic posted a message on Mod Spotlight - Redstone Paste ModI never expected to see any of my mods hit the front page, so it's certainly been a pleasant surprise. I appreciate everyone who took the time to leave some praise, and I'm glad that those who are trying it for the first time are enjoying it!Posted in: News
I do want to address something though, mostly because it's not the first time I've heard it. About six months ago I was surprised to find that Captain Sparklez did a review of one of the earlier versions of Redstone Paste. As with here, the response was positive overall, and it really made my day. But unfortunately the comments that stood out to me were people saying it was a RedPower clone, or a Project: Red clone. I felt like those people were overlooking my entire driving force behind Redstone Paste, which is to have total control over placement and direction. Nobody has ever actually named or accused me of copying the one thing which was the biggest inspiration: Space Station 13 wiring. In that game you can place wire in any direction on a tile. Ever since then I wanted redstone to behave the same way, despite SS13 only being a 2D game and the mechanics being much simpler. No other mod that I know of gives you that degree of control over redstone, and it wasn't until I started developing it that I started to see why! It was a challenge, to say the least.
It's also worth saying that a lot of the motivation behind mods of mine like Hopper Ducts and Redstone Paste comes from the time we have to wait for the bigger mods to be updated to new versions of Minecraft. For example, once we got to Minecraft 1.5, and RedPower stopped being updated, I was in the same boat as a lot of other people. I'd gotten a lot of use out of RP2, and now I was back to redstone staircases, back redstone torch towers, and back to laying down tons of repeaters to force redstone connect to a row of pistons or whatever (another driving force behind implementing SS13-style mechanics). But then MineFactory Reloaded came out with rednet cables and controllers, and that changed everything in my opinion. I felt like this was a great replacement, different and innovative enough to not just be a copy of what we'd seen before, and that I'd probably stick with that from then on. Well then it wasn't long until we got to Minecraft 1.6, and we're in the familiar situation again of waiting for mods to update. So, Hopper Ducts came about so that I didn't have to wait for mods like BuildCraft in the future, and Redstone Paste came about so that I didn't have to wait on mods like MFR, while also giving me the chance to finally implement my SS13-inspired mechanics. Keeping the mods simple and very vanilla-oriented is a big part of it, and is why I've decided against integrating things like Forge Multipart support. That would delay the time it takes for me to update significantly (FMP updated to 1.7 only recently, where as Redstone Paste as been updated for over two months), and requires people to include a mod they don't necessarily need, all of which kind of defeats my initial purpose.
So when I hear people say that any of my mods should be in the base game, then I feel like they "get" it. I'm pleased when people can appreciate the mods for being simple and meshing with the regular mechanics of the game. And I certainly have no problem with people telling me that they need the more advanced functionality of a mod like MFR, Red Logic, Project: Red, etc, because I enjoy logic circuits as much as the next geek. But cloning RedPower was never the motivation behind Redstone Paste, and I feel the exact opposite for the people who say that; that they don't "get" it, that they don't see the primary mechanic of the mod, and that's disappointing to me. At least on the super rare occasion that I was accused of copying Vertical Redstone then I could appreciate that the person has been around for a long time to even remember that one, because I honestly don't! But that mod behaved differently as well.
Anyway, I shouldn't focus on the negative when there's so much positive, but I just wanted folks to see the inspiration behind the mod. Go play Space Station 13 if you want to see where it all started! - To post a comment, please login.
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Well the most important things to double-check are:
1.) Make sure you have Meddle selected in the version list of the Minecraft launcher profile you're using.
2.) Make sure your instance folder (which you set in the profile settings) has a "meddle" folder inside of it, and that the mods you're using are in there. You won't see any change to the title screen of Minecraft without at least MeddleAPI and DynamicMappings in that folder.
Otherwise there's not much I can tell you without some kind of log or more info.
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I'm not sure exactly why you're getting the error, but I can tell you that the Files.move part is a workaround for the fact that the remapper doesn't currently allow you to specify an output location/filename, which it will when I get to it. I'm hoping that eliminates the issue you're having altogether.
Maybe I'll just do that tonight and update the Heavy Meddle build script to use it, and people can start using that as an example mod.
As was pointed out by Ztinac, there's still a significant lack of mappings in the Block class. There's quite a few methods with identical signatures, and when that happens I have to find other places where they're used and work backwards from there, where I can guarantee that they're what they're supposed to be.
I usually worry about it when I actually need them, and the biggest reason why I haven't needed them is because I'm reluctant to add blocks (and even items for that matter) when possible since a.) there's still no dynamic IDs system, and b.) loading a world without a particular mod loaded deletes the unknown items/blocks, which could happen very easily if someone updated to a newer snapshot and a particular mod failed to load (or MeddleAPI failed altogether). Better safeguards will be in place eventually. But the best scenario will be when 1.9 is finally released as we have a stable basis to work from, where mappings failures are far less of a concern.
As for mods as complex as those, technically they're possible, though the modder would probably be adding many of their own hooks. Several of the mods I've released insert hooks for various things, and sometimes it's something general enough that I can just add it to MeddleAPI itself. It's one of those things where over time it'll get more and more functionality, but it's more a matter of actually needing it first.
The kind of mods I prefer to implement right now are where I can add content that even a vanilla client can take advantage of, like Heavy Meddle adding functionality to the vanilla axe class. Loading a world unmodded wouldn't hurt the Heavy Axe at all in that case, it just wouldn't have its extra functionality. Though that's not always possible, especially if you want to add your own textures or models, or want to avoid potential conflicts with existing functionality of the item you're adding to. Blocks by their very nature are less flexible in how you could customize them, which is why I've spent less time there.
I've also focused more on smaller mods with specific functionality, that way individual mods can be fixed and updated as necessary without bringing down all the other mods with it. Like I said above, once 1.9 is released, that won't be quite as much of an issue to worry about.
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Ah I spotted the problem, you need DynamicMappings 017.
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It's okay, it doesn't work exactly like Forge so it can be easy to get confused. Did you make sure to install MeddleAPI as well? You'll see the branding at the bottom left of the title screen if it's all working. Without that, Heavy Meddle won't work. Some mods only require Meddle itself, while others that need to add content into the game need MeddleAPI added as well.
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Heavy Meddle is a mod for Minecraft 1.11 snapshots which allows the crafting of a Heavy Axe, capable of felling entire trees. There's also a config option to allow this functionality for all axes if you prefer! This mod can also be run on just a server with vanilla clients (see below for additional info).
This mod works better in conjunction with LeafDecay, found in the Meddle mods list.
To craft a Heavy Axe, simply substitute iron blocks in place of iron ingots:
A Heavy Axe automatically has Unbreaking II.
If you hold the sneak/crouch key, the Heavy Axe will behave like a regular axe.
This mod is also open-source.
-- Servers --
As I said above, this mod will work when installed on just a server, with vanilla clients connected. However, when crafting the axe, players with vanilla clients won't see the recipe output. They can still pull the axe out of the empty output slot though. All the tree-felling capabilities will work fine. I'll fix this in either a future version of this mod, or in MeddleAPI itself (since Minecraft really should update the recipe output slot for clients).
-- Installation --
This mod requires the Meddle mod loader, as well as the DynamicMappings and MeddleAPI mods. It's easy to install, just look here for more info, and feel free to ask if you need help. This mod just goes in your 'meddle' folder with any other mods.
Since it uses DynamicMappings, it should continue to work with future snapshots. Though due to the number of changes made to the game during development, DynamicMappings will likely have to be updated along the way. Keep an eye on the Meddle thread to stay up to date.
-- Downloads --
Version 1.0.3 - (primary download)
Version 1.0.2 - (primary download)
Version 1.0.1 - (primary download)
Version 1.0 - (primary download)
-- Changelog --
v1.0.3 - August 17th, 2016
v1.0.2 - August 17th, 2016
v1.0.1 - November 10th, 2015
v1.0 - October 24th, 2015
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Ah good catch, I only tested in MultiMC. You must be using the vanilla launcher. Thanks for pointing it out.
I'd left the resources version in the json info, and for all of this time Mojang has specified 1.8, but today it changed to 1.9. So I removed that line entirely, and now it should pull that info from the parent json. You can either update your vanilla launcher json from the manual install instructions, or get the newer Meddle Manager with the proper template.
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Just an FYI: 15w43a changed the door sound IDs for some reason, so you'll want to grab the update for this mod and the new DynamicMappings. It's for the best anyway because now this mod includes its required mappings list so that it can fail more gracefully in future updates if necessary.
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Just an FYI: 15w43a changed the way sounds are played, so you'll have to update this mod as well as DynamicMappings.
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I'll properly reply to you guys when I can, don't think I'm ignoring anyone. But I wanted to let everyone know that 15w43a has made some significant changes that impacts DynamicMappings. I don't recommend trying to run a modded version of this snapshot yet.
I used to use sound IDs as a quick means of validation of some classes, but there's now a sounds registry and bootstrap class, and all sounds throughout the game are now referred to by an object, so that avenue of detection is now out. I can still use sounds as a means of detection if I process that new sounds class first, and then search a class for a reference to particular fields, but that's a bit more convoluted and will still take time to implement. There may or may not be a fix out today, we'll just have to see how this goes. There could still be other things that were significant as well.
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Funny you ask, it was one of the things on my list of potential mods, so I decided to take a break from the difficult stuff and make something more fun after seeing your suggestion.
It's linked at the bottom of the main page in the MeddleAPI mods, called Blastproof. You'll need to update to MeddleAPI 1.0.5 and DynamicMappings 015.
I made the mod have two config options: one to make all blocks drop from explosions, and the other to prevent explosions from destroying item entities. Both are on by default.
Be warned: if you use this with AllTheItems you can very easily kill your framerate after a large explosion! I plan to update that mod soon to be more intelligent and optionally disable itself when there's a large number of entities present. But for average use it should be fine.
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That's already on the todo list, I just haven't decided how best to handle it. Originally I was going to do it in the manifest, but since it doesn't exist yet during the initial build, I'll probably have to just depend on a separate file like I do with access transformers.
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If it's of any use, MeddleGuide now comes with a fully independent build script which creates the remapped jar and downloads all required libraries and everything. Gradually everything will move more towards this kind of system. Though it's still not finished, particularly in properly generating workspaces.
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I noticed this as well in the new snapshot, it's odd. I just didn't make it a priority yet since at least it doesn't crash the game or anything. Might even be a simple thing, I just haven't looked at all since I wasted all that time trying to solve JourneyStone's problem from that same snapshot.
EDIT: There's nothing wrong with the mod, in fact. The recipes were registered wrong in the snapshot They accidentally left out the stack size and then specified the metadata for the wood type, which the item stack then used as the stack size instead.
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It would be, though they're not the easiest thing to make. I did one for an older version of Minecraft though, so I might look into it one day.
Yeah, it's definitely a problem. I don't even recommend you pick it up at all while using it. I did actually fix this to prevent you from picking it up but I never released it since it wasn't perfect (hotkeys still let you move it for example). But after making MeddleGuide I probably added enough mappings to make the backpacks work better, I just never got back to it.
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Delays are inevitable since I'm not only involved in multiple Meddle-related projects, but also following the tide of changes Mojang makes, and this week was no exception. Wednesday was fixing DynamicMappings after 15w41a/b (which took longer than it should have due to a mapping conflict that threw me way off track), and then realizing JourneyStone was mysteriously broken. So then the rest of my free time both Wednesday and Thursday went into trying to fix that. Then late last night Jeb tells me chorus fruit is also broken, which explains why JourneyStone is broken (and a bit of a relief), so now I'm just going to wait that out and see what happens next week instead of spending yet another day on a workaround (which I did find, btw, but that would take up a lot of today to implement how I want).
So you can see how easily it is to make a promise of a date for something and then losing entire days. Perhaps I should start giving dates in Valve time.
I guess the plus side is that I added a few more mappings to DynamicMappings when trying to find a solution, and that's never a bad thing. I don't have any idea what I'll work on today, since there's still multiple things that need doing (including the website which still has many empty areas), but we'll see! I just think it's safe to say that "classic boats", while not a bad idea, will have to wait a bit.