Blocks and entities have to be registered regardless... the major change is in how the IDs are managed. As long as there is a variable or method to determine the ID for a particular entity, it's not a problem.
Any time there's a big ID change, stuff doesn't translate between maps. That's not a problem specific to this mod, it happens to everyone.
The current release of Small Boats should work just fine on all 1.6 versions of Minecraft. Moving to a slightly newer version of Forge would involve a rebuild of my dev environment (which is a bit of a PITA) and won't help the code move toward 1.7 compatibility.
I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.punt.ItemPunt with ID 26457 owned by mod awger_Punt, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.whitehall.ItemWhitehall with ID 26458 owned by mod awger_Whitehall, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.hoy.ItemHoy with ID 26459 owned by mod awger_Hoy, this item will NOT survive a 1.7 upgrade!
I'm still working with Forge 9.10, and I don't plan on updating until Forge is ready for MC 1.7.
You may want to reconsider that and get one version out with at least version 953 of Forge. Updating to Minecraft 1.7 will require mods to register their blocks, items, etc, and will do away with item and block IDs as we currently know them. Any mods that don't get their stuff registered in time will fail to have existing items in existing worlds imported into 1.7 correctly.
The changes between Forge 9.10 and 9.11 are pretty minimal and releasing a 9.11 version will allow your users a stepping stone between existing worlds and 1.7 imported worlds without losing their stuff.
Bug report: Forge 965 (don't know if it does this on earlier or not, haven't tested), right-click detection for the seats and chests only works every now and then. It doesn't seem to do anything in most cases and every now and then catches it and opens the chest or switches seats.
On my server I've disabled a number of spell components and that was working fine in 1.0.2b. After updating to 1.1.0, my players are reporting the disabled spell components aren't disabled. I've verified the server and client config files match and show them disabled.
We have disabled:
AOE, Damage, Duration, Leap and Lifetap
As a server operator, I would absolutely love it if you could store the players configuration for their UI in a separate file from the main mod configuration. Whenever Ars updates and I push a new version to my players, I *have* to overwrite their own UI configs every time. A separate file would let protect their UI configuration while still updating the mod config as needed.
Version 1.2.0, if you break any chest that shows up in Waila as a "Dynamic Chest", it will not drop its contents, it will delete them. You will lose all of the items you had inside.
This is in a chunk loaded area in the nether and has been working fine until updating to Extra Utils 1.0.1 from 0.3.5. I have broken and re-placed the pump in the nether, restarted the server, same issues. The pump doesn't seem to disappear but it shouldn't be calling IC2 stuff when I don't have IC2 installed.
I can also confirm that this happens when trying to explode the cages with Industrial TNT from IC2 experimental. Here is my SSP error log when trying to brake it with a pickax > http://pastebin.com/KVi0p9ma
Same method as above with re-entering the game.
Same as all of the above, breaking a soul cage with a pick seems to be messing up.
Ah, yes I am. Was a way found to fix this? Pechs are the only mobs that give me this
Build 132 of MCPC+ and newer has fixed this issue.
-edit- to add that MCPC+ still has issues with Golems not working when players are not nearby even if they are in a chunkloaded area. Tested and confirmed that TileEntities (machines) work, but Entities (Golems) become frozen.
The moomoo spawn rate and follow distance is insane. Once some of them get on you it seems impossible to shake them, and you can't kill them (at least no way that I've found).How are you supposed to handle them?
Is there a way to disable Moo Moo Farm biome? Or lower the Hell Cow spawn rate? The spawn rate is beyond ridiculous.
This. Wow! I ran across them, figured I could fight them, and they just kept coming. I also couldn't kill them no matter how many times I attacked them. How DO you kill them?
Not a problem! I love XBXL and am happy to help out. Maybe the BuildCraft team can be prodded to expose oil gen through an API so that it isn't likely to break in the future.
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I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.
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You may want to reconsider that and get one version out with at least version 953 of Forge. Updating to Minecraft 1.7 will require mods to register their blocks, items, etc, and will do away with item and block IDs as we currently know them. Any mods that don't get their stuff registered in time will fail to have existing items in existing worlds imported into 1.7 correctly.
The changes between Forge 9.10 and 9.11 are pretty minimal and releasing a 9.11 version will allow your users a stepping stone between existing worlds and 1.7 imported worlds without losing their stuff.
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We have disabled:
AOE, Damage, Duration, Leap and Lifetap
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Thanks!
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Version 1.2.0, if you break any chest that shows up in Waila as a "Dynamic Chest", it will not drop its contents, it will delete them. You will lose all of the items you had inside.
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http://paste.ubuntu.com/6533392/
This is in a chunk loaded area in the nether and has been working fine until updating to Extra Utils 1.0.1 from 0.3.5. I have broken and re-placed the pump in the nether, restarted the server, same issues. The pump doesn't seem to disappear but it shouldn't be calling IC2 stuff when I don't have IC2 installed.
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Same as all of the above, breaking a soul cage with a pick seems to be messing up.
http://paste.ubuntu.com/6508705/
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Build 132 of MCPC+ and newer has fixed this issue.
-edit- to add that MCPC+ still has issues with Golems not working when players are not nearby even if they are in a chunkloaded area. Tested and confirmed that TileEntities (machines) work, but Entities (Golems) become frozen.
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This. Wow! I ran across them, figured I could fight them, and they just kept coming. I also couldn't kill them no matter how many times I attacked them. How DO you kill them?
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BuildCraft pipes connect to the crucible, or at least used to in earlier TC3 versions.
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