• 1

    posted a message on ENCHANTING PLUS

    I just read about the changes with the new beta. So what this mod started out as making enchanting simpler has turned into making it more complex.

    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader

    Sigh, another page for my crash report to be buried.

    Posted in: Minecraft Mods
  • 2

    posted a message on ChickenBones Mods

    I've been following this topic for some time and I have a question. Does chickenbones ever post in here?


    It would be nice to get some dialog with the legendary mod author.

    Posted in: Minecraft Mods
  • 1

    posted a message on Making a Mod w/ Items from Another Mod
    You can't just pick out things from mods. They're compiled. And if you did, it would violate just about every use license out there, taking from other mods to create your own mod is just not done.
    Posted in: Minecraft Mods
  • 1

    posted a message on Personalized Recipes Mod
    sang, stop spamming this thread, you will bury other peoples posts (like mine). You have 4 posts in a row on here, don't do that.

    Instead, edit your posts with the new information.
    Posted in: Minecraft Mods
  • 1

    posted a message on Personalized Recipes Mod
    xandayn,

    I've been using your mod since you first released it and have enjoyed it very much. The ease of use was the biggest draw for me. However, after wading through problems and crashes I'm worried about the direction you've taken it.

    Yesterday I tried to load the world I've been playing for about a month only to have the game crash as soon as the world gets loaded. Nothing in the crash report indicated your mod so I posted it on the forge forums. However I then took the time to read through the dev console log (which exceeded 2mb) and found a reference to your mod. Again, this is the second time this has happened:



    [10:07:41 INFO]: Client> java.lang.NullPointerException
    [10:07:41 INFO]: Client> at net.minecraft.item.ItemStack.func_77969_a(ItemStack.java:356) ~[add.class:?]
    [10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.FurnaceRecipe.isRecipeEqual(FurnaceRecipe.java:71) ~[FurnaceRecipe.class:?]
    [10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.handlers.FurnaceRecipeHandler.removeRecipe(FurnaceRecipeHandler.java:58) ~[FurnaceRecipeHandler.class:?]
    [10:07:41 INFO]: Client> at common.xandayn.personalrecipes.recipe.RecipeRegistry.removeAllRecipes(RecipeRegistry.java:168) ~[RecipeRegistry.class:?]
    [10:07:41 INFO]: Client> at common.xandayn.personalrecipes.event.PR_EventHandler.onPlayerLogin(PR_EventHandler.java:47) ~[PR_EventHandler.class:?]


    Now all my smelting recipes were all very simple. But to test I downloaded your new version and the game loaded fine. My guess is because of how you store the recipes, any time an ID changes your recipes now point to null objects. All my previous recipes were gone, obviously and I had to dig into my AE2 system and pull out those autocrafting units that used the missing recipes.

    So I went to readd the recipes I had previously and was really shocked at the new GUI. I really, really hate the new way of adding recipes. For one, it is hard to see what is going on because everything is so small. Second, I can't add a recipe that includes NBT or damage values like I could previously.

    For example, I had a recipe that used diamonds and emeralds to give me a pick axe with enchantments already on it. It worked great in the previous version but is impossible with this new click-heavy system. Why did you change the way to add recipes? The old way was very easy and intuitive and really didn't need to be changed. Adding modules to allow for MFR, EnderIO, Buildcraft, or IC2 recipes could have been done using the same easy to use system (i.e. "/recipe pulverizer"). I didn't see the UI system as the part that needed to be fixed, the only issues I've had with the mod were the way it saved the recipes. The new system is very limiting and not very intuitive.

    These are my thoughts, from one programmer to another and as a fan of your mod for a long time. Take them or leave them, it's up to you. But this whole click every box system is just horrible. There's already a mod that does it this exact way, I was hoping you would strive to keep it easy, intuitive, and simple.
    Posted in: Minecraft Mods
  • 1

    posted a message on The BigTrees Mod
    A big-tree variant of the dark oak roofed forest tree would be awesome! As well as a 'ancient acacia' big tree for savannas
    Posted in: Minecraft Mods
  • 1

    posted a message on [TechMod] PneumaticCraft
    was going to DL the new version, but your host seems to be maxed. Might have to upgrade the host as this is getting popular. :D
    Posted in: Minecraft Mods
  • 1

    posted a message on OpenBlocks 1.2.8
    My #1 pet peeve, people who don't use spoiler tags when posting crash logs.



    And the one above was a seriously long one.
    Posted in: Minecraft Mods
  • 2

    posted a message on More Enchantments version 1.3- Now for 1.8
    I would like an enchantment that allows me to walk up one block without jumping. I know there are other mods that have this as a feature, but I don't want to install a huge mod just for this one feature.
    Posted in: Minecraft Mods
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