- NJM1564
- Registered Member
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Member for 12 years, 9 months, and 17 days
Last active Sun, Oct, 17 2021 19:07:40
- 0 Followers
- 442 Total Posts
- 46 Thanks
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Jun 22, 2014NJM1564 posted a message on Saturday with Sach: The Villager Project, Day 1Anyone want to take bets on how long untill the villagers kill him?Posted in: News
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Mar 29, 2014NJM1564 posted a message on MCX360: TU14 Update Here!It's going to be funny when they fully catch up and start wining about contest updates taking so long like the rest of us.Posted in: News
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Feb 22, 2014NJM1564 posted a message on Community Creations - SchematicaI'm rather fond of this mod. Though it can have issues working with other mods.Posted in: News
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Dec 7, 2013NJM1564 posted a message on Saturday with Sach: Defining CommunityI'd think that spotlighting any server might be problematic. If for no other reason than the massive influx of new players. We are talking server overload and a greef-tastic bad time.Posted in: News
There is also issues of possible favoritism. How do you find these servers and decide on them.
Most players have a hard time finding a good and fare one. Many will have a hard time believing that you can. On a regular basis.
With out your choices being the product of questionable influence. Advertisements, freebees, Blatant suck up. Even out and out bribes aren't beyond the realm of possibility. I'm not saying you would ever fall for such things. But still you are going to be wading through a sewer. Don't be surprised if you get some Sh*y on your pants leg.
Frankly Sach you are probably better off starting one of your own.
Then do spotlights on other servers.
The objectivity coming from being a competitor is far better than trying to be an impartial observer. It's easier for others to understand.
And by knowing both sides of the multyplayer world you will get a more neutral response from the community. The admen won't try as hard to influence a competitor and you will be able to give a more complete review of the server.
And it'll allow you to provide the community with and ad receive from the community a more neutral response. -
Dec 20, 2012NJM1564 posted a message on 1.4.6 Update is Released!Any word on what the ski's do?Posted in: NewsQuote from Sparrowhwk
My fireworks go up and disappear. No bang or anything. Also they're not in the creative inventory so I get them /give Sparrowhwk 401 1. Could that be the problem? Is anyone else having this problem or am I just being a dofus?
It's the second thing. They won't be in the creative inventory because there are literally thousands of variants that can be shot. -
Oct 17, 2012NJM1564 posted a message on Interested in Knowing About (or Helping With) the Mod API?Posted in: News
More like 9000.1Quote from fsjd150
call me stupid, but what is the "mod api" that keeps getting mentioned? and why do i suspect it will let me download mods w/o having to download anything else with it?
That's the general idea. Additional it's supposed to allow minecraft to be updated without having to make new versions of mods.
They even mentioned making "official mods" letting a player add specific features to suit there play style.Quote from et tu brute
I think it's going to take more than one blog post to convince the minecraft community that Mojang is doing anything with the API.
I am not a modder. I don't pretend to be, but I have downloaded what seems like hundreds of mods. I check to see if certain mods are getting updated daily. I think what would really help the modding community most is if Mojang just stopped updating. Seriously, I think modders spend huge amounts of time just updating to the newest monthly patch.
I think mojang could make the best API and make a garden of eden for modders, but they won't. Not enough resources, and since the X-box version has gotten so popular it just means less time spent on the API.
They already sent out requests to moders to see what features they wil need to support.
As stated in my last post the mod API will reduce the need for new versions of mods. As they will be able to update minecraft without changing the API.
The X-box version has almost nothing to so with the pc version. There not even developed by the same team. -
Oct 16, 2012NJM1564 posted a message on Interested in Knowing About (or Helping With) the Mod API?I hope they dump what's already bin released about the API don't want to have to go looking for it again.Posted in: News
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Jun 26, 2012NJM1564 posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperAnyway you can make a transcription of the discussion. Because there is no way that I'm going to be able to atend.Posted in: News
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May 29, 2012NJM1564 posted a message on Tripwire Experiments; Minecraft WeddingI wonder if they have to be resting on something. I'd really like to make a net in the air.Posted in: News
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May 28, 2012NJM1564 posted a message on Tripwire Experiments; Minecraft WeddingWith this tripwire we need faster detonating TNT. Maybe also make it non block damaging. Perhaps being able to combine it to physically look like a button or switch or even any other block would help.Posted in: NewsQuote from insomniac_lemon
Who told you they were adding horses? I keep hearing this "omg the next snapshot has horses" (like it's already dead set implemented) out of nowhere from random people? Where is your source?
Mounting/Controlling Mobs: The ability to mount and control mobs (possibly horses). Notch confirmed it was planned but will take time at Get Satisfaction.[38] Also Jeb said on a reddit AMA in April 2012 that he "more or less promised horses to a friend".[39]
From the wiki: http://www.minecraftwiki.net/wiki/Upcoming_features -
May 22, 2012NJM1564 posted a message on Testificates, You Are Minecraft & MorePossible third new block. In the first pick half hidden by the trading screen and in the second in the bottom left corner and other side of the testificits. It looks like a despencer block but It might be a trader block.Posted in: News
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May 10, 2012NJM1564 posted a message on Snapshot 12w19a is Ready For Testing!Still whating for aPosted in: News
circleDetailed Stone Brick recipe. -
May 3, 2012NJM1564 posted a message on Snapshot 12w18a Is Here For Testing!Ok, people please listen.Posted in: News
Besides being able to invite others into you're world nothing much will change.
Jeb has stated that the single player server will be a slimmed down version so as to not effect performance.
You will not be required to have the internet operating to use single player.
And there will be nothing to interfere with editing programs to create adventure maps.
Some files might get moved about and it'll take time for those edditing programs to catch up with the changes.
But by and large nothing noticeable will change.E
Edit: And go check the bug list before you start complaining.
http://www.minecraftwiki.net/wiki/Version_history/Development_versions -
Apr 26, 2012NJM1564 posted a message on Snapshot 12w17a is Ready to Test!Not to sound nitpicky but I was hoping for the writable books to be more like bookshelves. Place-able. Suitable for SMP.Posted in: News
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Mar 30, 2012NJM1564 posted a message on 1.2.5 Snapshot is Now Available!Posted in: NewsQuote from Inqubus1231234
So nobody else noticed that they failed once again to put in the other coloured plank stairs, I mean it ain't a big deal, just not very organized.
Jeb said he's working on it. - To post a comment, please login.
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A better option might be to make all water bottled read as untreated water. As a config option.
There could then be various ways to treat the water added to the mod. Ether by the dev or as an addon.
Chlorine tablets (via minechem perhaps), charcoal filters, or boiling the water in a furnace would be fun options. Or even adding a dedicated would be good. You could have an open flame under the still or have it require full added via a gui or even make a solar still.
I'm playing Ag skys and the only ways to really get water is use barrels or EU water nodes.
And the nodes are real expensive and barrels can not be fully automated early game.
So some more options for very early and mid range systems would be nice.
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Edit: /testfor
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The saboteur enderman. It leaves Lit TNT around. The tnt will only break the block it's sitting on and will only do a small amount of knockpack to players.
Both configurable of coarse.
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Crash log fallows.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 8/6/14 7:12 PM
Description: Ticking memory connection
java.lang.NullPointerException: Ticking memory connection
at com.brandon3055.draconicevolution.common.core.handler.MinecraftForgeEventHandler.onDropEvent(MinecraftForgeEventHandler.java:92)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_16_MinecraftForgeEventHandler_onDropEvent_LivingDropsEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:295)
at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:937)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:853)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1232)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:816)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.brandon3055.draconicevolution.common.core.handler.MinecraftForgeEventHandler.onDropEvent(MinecraftForgeEventHandler.java:92)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_16_MinecraftForgeEventHandler_onDropEvent_LivingDropsEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:295)
at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:937)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:853)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1232)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:816)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@34a23817
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1669639760 bytes (1592 MB) / 1985478656 bytes (1893 MB) up to 2147483648 bytes (2048 MB)
Mod Pack: Unknown / None
LiteLoader Mods: none
LaunchWrapper: 28 active transformer(s)
- Transformer: cpw.mods.fml.common.asm.transformers.PatchingTransformer
- Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
- Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.MarkerTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.SideTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.EventSubscriptionTransformer
- Transformer: cofh.asm.TransformerCore
- Transformer: cofh.asm.PCCASMTransformer
- Transformer: tconstruct.preloader.ASMInterfaceRepair
- Transformer: tconstruct.preloader.AccessTransformers
- Transformer: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.AccessTransformer
- Transformer: net.minecraftforge.transformers.ForgeAccessTransformer
- Transformer: cofh.asm.PCCAccessTransformer
- Transformer: tconstruct.preloader.AccessTransformers
- Transformer: cpw.mods.fml.common.asm.transformers.ModAccessTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.TerminalTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderCallbackInjectionTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.JoinGamePacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.ServerChatPacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LoginSuccessPacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.ChatPacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.ServerCustomPayloadPacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.CustomPayloadPacketTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.ModAPITransformer
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms2048m -Xmx2304m -XX:PermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.25.1189 Minecraft Forge 10.13.0.1189 13 mods loaded, 13 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.25.1189} [Forge Mod Loader] (forge-1.7.10-10.13.0.1189.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.0.1189} [Minecraft Forge] (forge-1.7.10-10.13.0.1189.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
buildersguides{1.7.10-1.0.0B2} [Builder's Guides] (buildersguides-1.7.10-1.0.0B2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.0B2} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B2-24.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DraconicEvolution{0.9.3-Beta} [Draconic Evolution] (Draconic-Evolution-1.7.10-v0.9.3-Beta.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalFoundation{1.7.10R1.0.0B1} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.0.0B1-4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion{1.7.10R4.0.0B2} [Thermal Expansion] (ThermalExpansion-[1.7.10]4.0.0B2-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderTech{1.7.10-0.1.0.199} [EnderTech] (EnderTech-1.7.10-0.1.0.199.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle{1.7.10-165.4bc3343} [Mantle] (Mantle_mc1.7.10_0.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.7.10-1.6.0.jenkins525} [Tinkers' Construct] (TConstruct_mc1.7.10_1.6.0d32.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['NJM1564'/297, l='Test', x=152.85, y=4.00, z=481.32]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
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One thing I noticed in that in an effort to make things more dificult for players you lost a lot of the intuitive and fluid aspects of the mod making it so much more difficult to understand and made expanding the AE system beyond a point very difficult.
I and many others don't pre-plan our systems. We expand them as we need them.
And with the channel system alone we are required at a certain point to tear down the entire system and rebuild it from scratch. And will probably have to do that several times over the coarse of standard play. And if you are building towards a particularly large system we could be talking about rebuilding it from scratch a dozen times or more. And no one is going to want to do that.
The whole system has become needlessly complex and will cost your mod a lot of popularity. You have built it for the elitist the whole I'm so much better than you and want to do it the hard way no mater how much hassle it is for others crowd. And it has become almost useless for the moderate, average, and new players to get into.
But don't worry it's not like anyone who isn't logic oriented will play minecraft or want to use your mod. No artists or builders or anyone who likes being creative. Because minecraft is only for the people who can figure out what you have done to your mod. Clearly.
By the way is there any chance if AE1 being updated?
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Is it supposed to be a forum to show your support for minecraft? Do we need premium for that?
Or a forum to get support for minecraft? Cause if you have to have a premium account for that we will be getting a new minecraft forum soon.
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Could you make the requirement that fans be redstone toggabal be changable by right clicking? Two setttings restone = on and redstone = offCould you make the default state of fans change by right clicking? They could still be controlled by redstone but when switched the power would turn them off.
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Try grinding cobble.