Hey, hopefully there's still some spots.
I've made a few mods, most notably You Are the Creeper, but what I'd like to talk about in the discussion is BaseClassesBeGone, a 'hooking' method for modifying base classes without modifying the whole class.
There is a bare-bones version of BCBG at https://github.com/R...seClassesBeGone, but my eventual vision would be to allow almost diff-like modification to methods so that multiple mods could touch different parts of the same method, but the current version allows different mods to modify the same class but not the same methods.
I don't feel BCBG replaces mods like Forge or Bukkit, but instead allows for mods like Optifine or Dynamic Lights to modify parts of the render guts of Minecraft without adding tons of (sometimes difficult to maintain) API points that can slow down the game.
I would like to bring this up in the discussion because I think it's another option that allows mod authors the huge flexibility we currently have when we need it, and the awesome framework of Forge/Bukkit when we don't. So basically, I would love a spot if one is still open.
BCBG also adds or planned to add a few incidental things that I would like to talk about, like a mod installer and the ability to somehow transfer mods from the server to the client to be run for that connection session.
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I use this mod with magic launcher, it works fine. You're probably installing forge wrong with it.
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Yes...
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Not yet, that's planned though.
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Are you sure you have the right .minecraft folder? Some mod managers use different .minecraft folders to store your mods in. If you're using a mod manager, install YATC however you'd install a normal mod with that manager and not by putting it in mods.
Fixed in my dev version.
I'll add creeper vision when I can figure out a way to do it, and I have said may times that changing the spider AI is harder than the other mobs. I'm working on it.
You installed the mod wrong.
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Put the .zip in mods. DON'T EXTRACT IT! I'll put a video in the OP.
Multiplayer is actually there, though not working at the moment (weird classloader crash I still can't debug), but the mod is fully written to be used on a server.
As for mutant creatures, I'll look into it and see if it would be possible.
Don't extract the zip. Just copy it to mods/, so it looks like mods/yatc.zip
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Yes, IMO it doesn't really make sense for them to ally with you.
Not really, since the way I change mob behavior needs to be tweaked per-mob. I might write an API later though so mod authors can have their mobs ally with you.
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Sadly that mod did it by editing base classes. While I did that in the old YATC, I don't really want to do that in this one because it causes incompatibilities and frankly is a lot of work for updates. While I could write ASM transformers and be a coremod, that's even more work (I did ASM transformers for my BCBG project and never want to touch that again). While I might do that if I need to, I want to find a better solution if at all possible.
Is the zip in your .minecraft/mods folder? If so, get the debug logs please (the files at .minecraft/ForgeModLoader-client-*.log)
Awesome! Thanks for letting me know, I'll put it in the OP.
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I'll look into it.
Thanks! I'll put it in the OP.
Yeah that will work.
It's a limitation with Forge, without editing the spider base class I can't control their AI because they're coded using the old AI system, not the new one. I'm looking into if I can somehow control them another way, but it's not easy.
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Are you holding the key down?
* No, it needs Forge for the hooks
* Install Forge, put .zip in the .minecraft/mods folder, play
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Thanks, I'll link it in the OP.
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Thanks! I put a link to it in the OP.
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No, it doesn't have the features I need to make this mod. Forge allows me to make this without editing base classes.
I need the stack trace from the crash. Can you paste the error log somewhere like paste.ubuntu.com?
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I forgot to change the key to explode from e in this version, just go into controls and change explode to h or something else. Sorry!
EDIT: Fixed in the just-released version, along with the config file not saving.
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No, although it might if they extend EntityZombie/EntitySkeleton/EntityCreeper, though it probably won't work all too well. If there's any mods that you think would work well with YATC, let me know and I'll see if I can add their entities to the whitelist.