Has anyone yammering on about stolen mods stopped for a moment to consider how things actually work? I'm not particularly certain about Sweden, but I do know a few facts about how it would work in the US. First off, while a mod is able to be copyrighted, mojang would not be violating that copyright unless they directly stole copyrightable content, i.e. the ACTUAL code, images, or audio. Otherwise, it would be a patent related issue. Most countries that deal with patents have varying laws on software patents, ranging from "you can't patent software" to "Technically you can only patent things you came up with that don't already exist, but our patent office workers are so overextended that we'll patent anything not entirely obvious as already having been created so long as it gets off of our desk.".
In either event, mojang did NOT steal from the mods. While you can claim they stole the idea, that holds no legal bearing without a patent to back it up, and I doubt someone could win a patent case claiming someone infringed on their idea to add monster parts to a game as placeable objects and/or furniture, because I'm pretty damned certain that has been done over and over again already, even if it wasn't incredibly common.
1
2
In either event, mojang did NOT steal from the mods. While you can claim they stole the idea, that holds no legal bearing without a patent to back it up, and I doubt someone could win a patent case claiming someone infringed on their idea to add monster parts to a game as placeable objects and/or furniture, because I'm pretty damned certain that has been done over and over again already, even if it wasn't incredibly common.
0
It's no trouble. This thread is moving quite quickly, so it's easy for something to get lost, which is why I mentioned it again. I already sent mcmodder_07 the solution regarding the coordinates being a half block off, and I'll be uploading the source for my original mod tomorrow for him to get some more stuff from, including my fix to the booster glitch.
0
That said, congrats on the full stop, but the videos show a bug with it that I managed to fix. Namely, when you stop it, it's actually 0.5 points off of where it should be. While I was working on it, I noticed that the game apparently offsets entity positions, which means that to get the cart to stop in the proper position for the full stop block, you actually have to add 0.5 to its x and z coordinates.
As it is, I have to wonder. Are you guys reprogramming from scratch? And if you are, how many block ids do you plan to use for the booster/brake block? I keep offering a specific suggestion, and nobody is really paying attention. I'll send a PM to the current modder, I suppose.
0
0
That said, I really don't want to see so many block ids for something that shouldn't need them, when there is such a simple alternative.
0
That being said, anyone has my full permission to decompile the last version of the mod I posted in this thread and rewrite it however they want, although I suggest that whoever does so make certain to follow the specifications set forth in the updated versions of this thread, and that people don't compete with each other over getting to make it.
As one final note, I would like to give some advice to any modder who picks this up. If you will follow the updated specifications, you will have to convert the new tracks from blocks to block entities, so that you can store not only the direction it is facing, but also it's current power state and speed setting.
I also advise anyone who picks this up to pay special attention to any edits they make to the minecart entity class, since I added some code to remove the boosting glitch, and fiddling with it could easily break it again.
Thank you for your astounding patience, and once again, I am sorry that I cannot continue work on this mod.
0
Actually, that's because you need to delete the meta_inf folder. I was about to test the mod itself, just to see if it worked at all.
0
It's something that never really got used. People have speculated that the cobweb in the original terrain.png (which may have been removed by now) was intended for use as an attack graphic by spiders, but nobody has ever found a part of minecraft that uses it.
0
I haven't tested yet, seeing as I can't yet log in, but I would assume that "no" is a safe bet. I should have it updated in a couple of days.
0
So, I'm hosting this on a tiny little private server to play with a friend, and this is part of the first thing he built. It's the hidden port of a little pirate's cave, and you can see the "exit" on the far end. I tested it, and it actually works.
This is the exit from above. Not exactly well hidden, but at the same time, it also isn't painfully obvious.
This is a view of the front side of the fortified city I'm in the process of constructing. I've decided to dub it Glimmarport, in honor of Glimmar, the reason for its existence.
This is pretty much the same view, by night.
This is one of the streets of Glimmarport, adjoining the wall. I think the whole city looks far better by night.
Another street, this time facing one of the bridges that cross the street between buildings.
Another street, this time with part of the harbor visible to the right.
A view of two of the bridges, both crossing to the same building.
This is across the harbor. It's an elevated farm and courtyard in front of what I think will become either a lord's mansion or the city's administrative offices, whichever seems more appropriate once the building is more complete.
A view of the harbor. I loved Glimmar's gate so much I decided to steal it, but then I made a few changes. Due to those changes, another, larger harbor will need to be constructed for the larger ships to be able to dock.
0
I somehow doubt it will be an accident when he does it. I had to go in and tell the minecart to ignore other carts if they're to the side rather than in front of or behind it. That being said, it's bound to get fixed eventually.
0
The detector block shown in the picture actually requires an occupied cart (one with a player or other mob inside) to turn on, and I know for a fact that both detector blocks have issues that I'm currently working to resolve. As for the unpowered furnace cart, it is considered extra "heavy", meaning that it slows down far faster than any other cart variation. Notch really didn't make many wise decisions when it comes to minecart physics, and I'm looking through them to see what I can fine tune and hopefully improve. As for the detector block not appearing to turn on, that is definitely a result of the texture pack, assuming that it's a high-def texture pack and patched the game. If it is, you'll actually need to edit the image file for the powered detector block (it's the only image in that folder that uses the same resolution as the terrain.png image). What you'll need to do is increase that to the same size as the terrain.png you're using. You'll want to do this by using an image scale function to increase the image to the appropriate resolution, but you want to make sure you turn off the scaling algorithms if you want to keep the editor from attempting to blur the larger image.
0
Minecarts Mk II
Minecarts Mk II (No outlines on lights)
0
Anyway, I should have a new version of the mod that uses the new textures up later tonight, and I might have more time to work on the mod itself in the near future.