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 9 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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Just thought I'd update everyone on what's going on. I've tried to find a workaround to this problem but it's proven to be a difficult one. Turns out that Mojang is also having a problem after 15w41a/b, with chorus fruit, which are normally supposed to teleport you somewhere nearby after you eat one. So honestly that was a bit of a relief to know that something is indeed broken in Minecraft and will get fixed, likely fixing the Journey Stone in the process.
Ironically, in the process of trying to find a solution, I did find one which works and that might even be better than the current implementation, just with slightly different usage mechanics. I'll consider it, as well as maybe some better indication of when the stone is charged, etc. But for now I'd say just hold on until next week and we'll see what 15w42 brings. Cause they're not going to leave the chorus fruit broken for long.
UPDATE: This problem appears to have resolved itself with 15w42a. I did notice that it still says "moved wrongly" on occasion but that didn't affect teleportation.
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I would as well, it would make debugging and deobfuscating it a lot easier. But I haven't successfully rebuilt 1.9. Since it's not entirely necessary for modding it, I just focused on adding content through ASM.
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Just a quick note to anyone to avoid any confusion: Mojang made some changes to 15w41a/b to fix boats, and that seems to have had an affect on this mod. When you use it on these newest snapshots you get "PLAYERNAME moved wrongly!"
I'll look into it later today and try to push a fix out. Preferably one that works across dimensions while I'm at it!
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DynamicMappings 014 is up for 15w41a/b. There was a class misdetection which broke a lot of other things, but it ended up not being too bad to fix. I know a lot of people will want to mess around with the new wings, so I wanted to rush this one out. I want to play with it too!
Already planned, since it's definitely needed.
I have a working Gradle script put together now that will allow other people to set up a build environment in a fairly automated way, it just needs some finishing touches. Hopefully I'll have this together by the end of the week.
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Turns out this is MCF's fault, it doesn't affect Chrome so I didn't know it was broken for some folks these last couple of months. That's what finally prompted me to try to do something about it.
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I don't know why that's happening for some people, but it's happened on my other Meddle mod threads as well. The links work for me, is what's odd. But MCF has a pretty terrible post editor so I can only assume it's changing something when I link to other threads.
I'll just paste the link, hopefully it can't break that.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2488387-meddle-minecraft-tweakclass-mod-loader-1-9
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Yep, as long as it's a standard shaped or shapeless recipe then it'll discover it in the recipe handlers. I already tested it with Just Backpack and JourneyStone.
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MeddleGuide is a mod for Minecraft 1.9 snapshots which allows you to view many of the game's crafting recipes.
To use it, simply type /recipe. From there you'll get an inventory GUI, but it's not a regular inventory; you can't move or take the items. You can however click them like icons. The slimeballs at the bottom act as buttons to change pages.
You can also specify a search term after /recipe to narrow the results. If there's only one result, it will immediately display that recipe.
This mod was designed so that you can run it on a server and allow vanilla clients to connect and still use it.
Note: This does not include every single recipe, such as fireworks, leather dyes, etc. Perhaps in a future version!
-- 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 1.0.2 - (primary download)
Version 1.0.1 - (primary download)
Version 1.0 - (primary download)
-- Changelog --
v1.0.2 - August 17, 2016
v1.0.1 - October 28th, 2015
v1.0 - September 30th, 2015
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That's the tricky part: there is no MCP.
When I made a 1.8 development environment before, I created a similar system to MCP that decompiled/recompiled Minecraft. But things have changed since 1.8, and successfully rebuilding Minecraft has proved to be a challenge. It would have also been a constant pain to keep such a system updated for frequent snapshots as well. So I just didn't bother with that step, since it's fairly unnecessary to making mods anyway. MeddleAPI inserts its hooks at runtime, it doesn't require a bunch of source patches like Forge.
My dev environment currently involves using a tool in DynamicMappings to remap a snapshot jar. I use that jar to develop mods against. Though the project is setup to test the mod using the original obfuscated jar, since the mappings are still limited and not everything is necessarily in its proper package after remapping (causing a crash). That may change eventually as DynamicMappings grows, but for now we have to deal with it.
To develop the entire mess, I view the decompiled/deobfuscated source in another Eclipse instance, and a decompiled/deobfuscated 1.8 in another as a reference (since it has far more mappings). I spend more time than anything else adding DynamicMappings routines to detect all the various stuff that a mod I'm working on needs.
When I do finally release a dev environment, it'll automatically decompile Minecraft anyway, though that source will just be associated with the remapped jar for viewing. Modders will be able to add in their own DynamicMappings modules in case they need mappings not available (though they're welcome to tell mappings they need to me as well and I can add them), as well as the ability to add access transformers. The whole process to rebuild the snapshot jar when changing those things will be automated as much as possible. Part of my build scripts also involve a new step to generate a list of mappings that the particular mod uses, so that MeddleAPI can confirm they exist before attempting to load the mod (in case a new snapshot broke those mappings).
Just think of Meddle mods as Forge coremods, since they're ultimately the same thing (Forge just wraps them in a class that implements ITweaker). If you think you can pull off what you need to do with a coremod, then that might be all you need. Though you'd have to use DynamicMappings functions to manually fetch the class/method/field names you need to transform the necessary classes. The one area where you'd be limited is if you wanted to implement a hook function, which you'd have to write in full ASM currently unless you let MeddleAPI help.
MeddleAPI mods have their classes automatically obfuscated at startup. I used it for a couple of mods that didn't necessarily need anything else that MeddleAPI provides (like ConnectedGlass and DoubleDoors, which use hooks since writing that much code in ASM would be a pain). I've thought about bringing the automatic remapping down a level to anything loaded after DynamicMappings is loaded, or at least add functionality to manually specify a class to remap, either of which would assist when you just want to add hook methods. It's all still a work-in-progress as I make new mods, after all! I figure out the best way as I go.
Hot code replace unfortunately won't work with the way this is all set up. That's one of the limitations of remapping and inserting hooks at runtime. But like I mentioned, when there's more mappings to avoid potential package issues, I can insert the API hooks into the jar used for development, and let you run your mods without any runtime modifications taking place, which would bring hot code replace back. And I definitely want it back! It would have come in handy several times.
There's a basic config file system, if that's what you mean. There's no GUI yet for doing anything in-game though. At least being able to view the loaded mods is still a priority.
I started a server earlier for my brother and I to muck around on and I started getting the same error you did. I couldn't help but notice that it seemed to coincide with when trees grew, especially large trees.
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I'm going to put together an entire development environment to make it easier than a ton of instructions for manually doing it, I just haven't gotten to it yet. Soon-ish!
I searched the Mojang tracker and found several similar errors, including this one. I saw another one related to signs, but they supposedly fixed it.
I won't entirely rule out Meddle as a culprit, anything's possible, but I honestly don't see what could cause it since nothing I've put out yet is very invasive. I'll keep an eye out for that nonetheless.
How many players are on the server at any given time when it happens, out of curiosity?
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Well I have a backpack to store all the stuff I collect on a journey, and I have a quick way home when I'm tired of running around. I'd say the only other important thing I should have is some kind of death waypoint, or maybe a modified journey stone that stores where you died and stays in your inventory so that you can return there. I'm not sure what I want to do in that regard yet, but losing all your stuff and never being able to find it again is definitely something I want to avoid.
When 1.9 is officially out it'll just make things easier. We'll only have game updates once every few weeks most likely, instead of two or three times a week, and sometimes multiple times a day. I'll be able to focus on just growing DynamicMappings instead of constantly checking and tweaking it to adapt to all the changes. Mappings are still the most critical part of the entire thing, and I'm still missing a ton. Each new mod forces me to add more though, which allows for more and more complex mods as we go along.
The other bonus to 1.9 becoming a stable release is that it would be possible to adapt DynamicMappings to use static mappings, which are a lot easier to create. You could add dozens in the time that it takes to add a handful the way I'm currently doing it. The disadvantage would be that you're then locked to a specific game version, and tasked with updating them when Mojang releases another game version. But mod potential would go way up.
As for Mojang ever wanting to borrow any of my features, I would certainly welcome any of it, but I don't think that'll happen!
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Even more stuff today!
DynamicMappings 012 is out, which is needed for a new mod: JourneyStone. Now you can go on journeys and return home immediately.
JourneyStone depends on a new version of MeddleAPI as well, v1.0.3. This is the first mod to take advantage of a new system which I hope will save a lot of headaches and confusion into the future. MeddleAPI mods can now be shipped with a requiredmappings.cfg which MeddleAPI will scan before loading the mod, refusing to load it if any are missing, and hopefully preventing any in-game crashes that would have likely occured otherwise. Eventually the user will be warned in-game as well, so that they know not to load their worlds if their save relies on a mod.
Generating the requiredmappings.cfg is part of my build system (through Gradle), requiring no intervention to do. It'll eventually be part of the development platform I release for modders when I can finally get time to put one together.
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JourneyStone is a small mod for Minecraft 1.9 snapshots which allows you to instantly return to the position saved within the Journey Stone.
To use it, simply right-click the location you wish to return to at some point, then right-click again to confirm. The journey stone is now ready to be used. To do so, hold the right mouse button for five seconds, and you'll be instantly teleported back to that location.
Journey stones can be used up to 5 times before breaking. You can name them in an anvil to help you remember which is which.
NOTE: Currently this does not allow for transporting between dimensions!
You can craft it as follows:
This mod is also open-source.
-- 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 1.0.4 - (primary download)
Version 1.0.3 - (primary download)
Version 1.0.2 - (primary download)
Version 1.0.1 - (primary download)
Version 1.0 - (primary download)
-- Changelog --
v1.0.4 - August 18th, 2016
v1.0.3 - January 14th, 2016
v1.0.2 - December 2nd, 2015
v1.0.1 - October 21st, 2015
v1.0 - September 24th, 2015
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DynamicMappings 011 fixes an issue that came up with 15w39c today, so you'll want to grab that. It also implements some functionality which will be needed in an upcoming version of MeddleAPI and mod updates, where it'll be able to detect when a specific mod's mappings aren't available and not load the mod rather than crash the game.
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I added a beta of Meddle Manager to the main post, to help you install Meddle versions more easily into the vanilla launcher. I tested it on Windows, someone else confirmed it works in Linux, but I haven't had anyone confirm whether it works on Mac. If you're daring, see if it works and let me know!
Eventually this will also create the game profile, as well as help you keep DynamicMappings and MeddleAPI up to date, but I wanted to at least get this part out for now.