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    posted a message on [1.12.1] BETTER SLABS MOD (Vertical and sloped slabs)

    Yes, but right now I'm fixing bugs that are preventing me to continue this mod.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] BETTER SLABS MOD (Vertical and sloped slabs)
    Quote from Daenara»

    Me again, found a few other bugs.


    Initial report:


    First, I only tested it in creative mode and I noticed that, unlike most other block, the vertical slab disappears from my hand when placing it. So I took a few and placed them. The placing isn't that intuitive but I managed. After placing a few slabs on my stairs I tried filling the holes and noticed that slabs even disappear when they are not even placed. Here an example with me standing in front of it.

    O is air, X is a vertical slab and A is where I try to place the slab

    OOO OXO OAX

    When I try to place a slab in position A using the top corner of the lower slab to place the slab the slab just disappears and using this I can even get the slab icon with a zero next to it in my hotbar.


    I will do more testing after I have slept and will write a more detailed bug report either in this posting or a new one if someone posts something in between.


    Daenara


    First edit: If you click a placed slab with a slab with zero in hand the slab just disappears too. When right-clicking a placed vertical slab wit a torch trying to place it, guess what?, the slab vanishes. When you try to place a full block on the slap the slab gets replaced by the block.



    So, just logged back in to find all vertical slabs have disappeared.


    What I test with: MC 1.10.2 with the newest better slabs mod (1.1.1) and a few others connected to an MC 1.1.0.2 linux server with the same betterslabs version. All testing is done in creative mode.

    Errors I noticed already (server creative):

    • Slabs in creative disappear when using (not normal creative behavior)
    • Slabs also disappear even if they are not placed (invalid location)
    • Using slabs when not place-able like above results in zero slabs in hand, should be an empty slot instead (see picture below)
    • Trying to place a torch on a vertical slab makes the slab disappear
    • generally right-clicking a betterslabs slab makes it disappear
    • Placing a block on the side of a vertical slab replaces the slab with the block
    • When placing them on a server they disappear (were never there, I don't know)

    Testing in survival mode:

    • placing two diorite slabs next to each other gets me a stone block
    • vertical slabs still disappear when right clicking
    • mining slabs doesn't result in an item drop
    • mining stone blocks that resulted from two slabs also don't give a drop
    • having zero slabs in an slot is possible in survival too
    • placing two jungle wood slabs equals an oak block (which disappears when right clicking)

    Testing in single player creative:

    • two diorite slabs still get one stone block
    • same with jungle slabs and oak wood block
    • placing a slab in creative doesn't use up the slab (correct behavior)
    • blocks also don't disappear when right-clicking

    Testing in single player survival mode:

    • mining slabs gives you the item back (correct behavior)
    • mining the block resulting from two slabs gives an item (correct behavior)
    • placing two slabs still results in the wrong block, check your blocks meta data

    Testing in singleplayer survival/creative without other mods:

    • two slabs still result in the wrong block
    • the sorting of the slabs differs to the one from the other installation

    I sadly couldn't test it on a server without other mods but I guess the problems will be the same since the problems seem to be a communication problem between server and client. In single player it works but please fix the meta data so that two jungle wood slabs result in an jungle wood block. My guess is, that you don't define the metadata at all since oak is the default (without metadata) block and stone is the same for the stone variants.


    While closing the test installation of minecraft I also noticed errors in my log, here they are:


    [19:42:32] [Client thread/ERROR] [FML]: Exception loading model for variant betterslabsmod:flower#inventory, normal location exception:
    net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model betterslabsmod:item/flower with loader VanillaLoader.INSTANCE, skipping
    at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:153) ~[ModelLoaderRegistry.class:?]
    at net.minecraftforge.client.model.ModelLoader.func_177590_d(ModelLoader.java:317) ~[ModelLoader.class:?]
    at net.minecraft.client.renderer.block.model.ModelBakery.func_177577_b(ModelBakery.java:170) ~[byo.class:?]
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:147) ~[ModelLoader.class:?]
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28) [byp.class:?]
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:122) [bxi.class:?]
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:499) [bcx.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351) [bcx.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
    Caused by: java.io.FileNotFoundException: betterslabsmod:models/item/flower.json
    at net.minecraft.client.resources.FallbackResourceManager.func_110536_a(FallbackResourceManager.java:68) ~[bww.class:?]
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110536_a(SimpleReloadableResourceManager.java:65) ~[bxi.class:?]
    at net.minecraft.client.renderer.block.model.ModelBakery.func_177594_c(ModelBakery.java:311) ~[byo.class:?]
    at net.minecraftforge.client.model.ModelLoader.access$1100(ModelLoader.java:118) ~[ModelLoader.class:?]
    at net.minecraftforge.client.model.ModelLoader$VanillaLoader.loadModel(ModelLoader.java:868) ~[ModelLoader$VanillaLoader.class:?]
    at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:149) ~[ModelLoaderRegistry.class:?]
    ... 14 more
    [19:42:32] [Client thread/ERROR] [FML]: Exception loading model for variant betterslabsmod:flower#inventory, blockstate location exception:
    net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model betterslabsmod:flower#inventory with loader VariantLoader.INSTANCE, skipping
    at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:153) ~[ModelLoaderRegistry.class:?]
    at net.minecraftforge.client.model.ModelLoader.func_177590_d(ModelLoader.java:325) ~[ModelLoader.class:?]
    at net.minecraft.client.renderer.block.model.ModelBakery.func_177577_b(ModelBakery.java:170) ~[byo.class:?]
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:147) ~[ModelLoader.class:?]
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28) [byp.class:?]
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:122) [bxi.class:?]
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:499) [bcx.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351) [bcx.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
    Caused by: net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException
    at net.minecraft.client.renderer.block.model.ModelBlockDefinition.func_188004_c(ModelBlockDefinition.java:78) ~[bpe.class:?]
    at net.minecraftforge.client.model.ModelLoader$VariantLoader.loadModel(ModelLoader.java:1184) ~[ModelLoader$VariantLoader.class:?]
    at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:149) ~[ModelLoaderRegistry.class:?]
    ... 14 more


    If it helps you can download the complete log from server testing here since it was too large for pastebin. There are many other mods throwing errors in there and it's hard to find anything but it's there in case you want to look at it.


    Sorry for reporting so many errors but it took me less than 10 minutes to find them (testing them took an hour)

    Daenara


    EDIT: take the other minecraft log too. http://pastebin.com/xfE8hz6F


    For some reason I've seen your reply today - after a month. I'll try to see why this mod is so buggy. And also the log is an error from an unfinished project that I disabled in this version of the mor. It'll be removed and also these bug don't appear to me. Will look into them ASAP
    Posted in: Minecraft Mods
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    posted a message on [1.12.1] BETTER SLABS MOD (Vertical and sloped slabs)
    Quote from Timolino456»

    What about glass slabs? Could you add those too? I love building with glass, but I need slabs for the things I want to build right now.. And the mod that add more slabs has weird bugs that makes the glass slabs and stairs look weird, because it's not that seethrough glassy kind of glass, if you get what I mean by that.. :D

    Glass stairs would be good too if you should add stairs to this.


    Those will be added soon. :)
    Posted in: Minecraft Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE

    Okay I've read all your requests and I'll spend this week chosing which mods I'd love to update and contacting authors. If they don't respond or they either haven't been active in ages on these forums I'll remake the mods without their permission and if the ever come back and say that they're against it, I'll just remove the mod from the forums.The remakes of these mods will just be the latest versions of the mods and will have no new features. My goal is not to steal someone's idea and add mone to their. My goal is to provide updated mods and with it improve my Minecraft modding skills.

    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE

    I would say the CCTV mod but I'm not sure you could convert it to the latest version of Forge because its a modloader mod


    I would love to update that mod, but if you've seen one of my responds from before you would know that I'm not capable of doing that stuff (things with cameras and such. I'm about to learn something about them.).
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Angeltxilon»

    What about psychedelicraft?


    I'm not too sure about that mod. I mean it looks awesome/WTH but I'm not planning on getting into these kinds of mods as they mess with graphic drivers and such. I'm not capable of doing that kind of stuff.
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from ZeranixAced»

    Could you bring back the Furniture mod? Or maybe Orespawn, the classics.


    I tried contacting MrCrayfish if he need help with the furniture mod. He didn't respond. Right now I have no plans on making my own furniture mod and I won't "steal" and update HIS mod. Orespawn, will look into that mod later. :)
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from maindad»

    could you please upda balkon's weapon mod and armor movement? i really need them to 1.10.2


    Those mods are getting a 1.10 or 1.11 relatively soon.
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Edvorx»

    I don't think its right to update mods without them being open source or asking the first author first! Things aside tho i'd be really happy if you help me do some things with my mod as i am kinda new to this xd?


    I always ask mod authors the permission to update their mods and please read what this thread is about.
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Nevik_9191»

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2763864-could-someone-who-has-more-time-then-me-help-out


    Here is a link to a thread I just made talking about needing someone to fix a dead mod.

    If you feel up to it take a swing! :)


    For some reason I hadn't seen your post up until I looked back at this thread again. The mod idea is something that I always wanted in Minecraft, I'm starting with this mod ASAP. I want it sooo badly.
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Genny_Flo»

    Hey, I'm so happy you're doing this, so many great mods have been abandoned and desperately need reviving. Here's one that isn't necessarily dead nor abandoned, but the mod author has said he won't be able to touch it for the next two years. He also hasn't announced if he has chosen someone to maintain it yet. If you could update this to 1.10-1.11, I'd be greatful.


    https://mods.curse.com/mc-mods/minecraft/226876-v3-1-0-1-7-10-ore-sheep-mod


    These have been officially abandoned, but the author left some files behind to use and update, yet it would seem no one has done so. These will require lots of work, I'm sure.


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272436-open-source-abandoned-pchan3s-mods?page=123


    If I find any more abandoned mods I think are worth updating, I'll post them here for you. Thanks again for doing this.


    The Ore Sheep mod looks crazy and awesome. Hahah, never thought of that idea. When Forge gets released for 1.11, I'll try to update it. (If you know anything about coding, you would know that Mojang changed the code regarding mobs in 1.11 more than they did with blocks, or less, not sure....)
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from SuntannedDuck2»

    Hello, I'd love to see Cogs of the machine back.

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1442605-cogs-of-the-machine-v0-1-4pre1-back-in-action

    It was a 1.4.7 mod, that was later ported to 1.7.10 and just left, it is a cogs/steam/tools mod that I think deserves more attention again. Look it over and if its not your thing in your opinion to reboot depending on how much trouble it could be to get it going then that is understandable. Sadly I am unsure about source code.




    My mod ideas, if this is off track I apologise, but I thought I saw an opportunity so I thought I'd go for it.




    (I also have mod ideas that I have been coming up with for a few years now as something for fun and to get my mind going. If you'd like I can show some off and see what you think if that works out. I have about 20-50 or so and more in a book somewhere. So I'd need a whole document to fill it up just to be sure. It has been a while since so sorry.


    I love tech mods/tools/magic-ish so I have come up with ideas from mostly things that vanilla could do for simple machine/power gen like bio fuel, enchantments being used for upgrades in machines, magical fluids and more. Or just something random but tech/magic related.


    -to just anything like cogs/kinetic power,


    -to resource production multi-blocks of just wood/stone/metal/alloys, and 4 or 5 tiers of wood/stone/metal/alloys/gems as each type of wood/stone/metal/alloy/gem serves as its own tier to get another. Like for example hickory wood is tier 4 because of its facts in real life as a reference and claystone is tier 1. Just ideas mostly at the moment.


    -Plant/animal caring to many lengths of UV and photosynthesis and other things, so mostly like a forestry meets MineChem I guess is how I thought of it, but unsure now. I am not that smart or even 100% understand these factors, but they are ideas.


    -Enchantments and XP. So an enchantment control table for like a network controller or XP storage holder and using XP/enchantments for machines.


    If you'd like to know more I will have a list of the mod names I have called my mod ideas. If not then I will search for another alternative. Its up to you.) Sorry if I got off track.


    The mods itself looks awesome to me, but I don't really feel like updating it. Maybe I will, one day. I don't know. And if I ever do, I will add some kind of a medieval touch to it. :)
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Kisutora»

    Thank you!

    Also you might find this information useful, probably.


    Here's a thread for Growthcraft Community Edition (Proper 1.7.10 release): http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2505072-growthcraft-community-edition-proper-1-7-10


    Also you can find there that it's being updated to 1.10 atm. (probably ?, maybe try contacting the one updating it)

    This is where you can find the latest version I think: https://minecraft.curseforge.com/projects/growthcraft-community-edition/files

    This exists (source code + resources I think) :https://github.com/Gwafu/Growthcraft-1.7/tree/master/src


    Anyways, I thank you and wish you luck!


    Thank you, it will be useful. As it seems, the versions released are only for 1.7.10, sadly. What I want to do is update it to 1.10/1.11 and I still want the mod author to give me approval to make an official mod release, not just a community one. I don't wanna mess with the copyright strike. But thanks (both for giving me links and for wishing me good luck). :)
    Posted in: Requests / Ideas For Mods
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    posted a message on I WANTED TO BRING DEAD MODS ALIVE
    Quote from Kisutora»

    Hello!


    Growthcraft is a mod that I highly enjoyed playing before it stopped being updated.

    I'd really appreciate it if someone brought it back to life!


    Here's my thread about this:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2763915-growthcraft-1-11-request


    Please consider it, thank you!!! <3



    Looks easy to maintain, will contact the author to get the resources and the source code and the main ideas. Thanks for replying! ;)


    EDIT: I'be contacted the mod author, now I'm waiting for their response. :)

    Posted in: Requests / Ideas For Mods
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    posted a message on Simply Horses Remake

    Any updates on the remake? I can help with the remake aswell. :)

    Posted in: Requests / Ideas For Mods
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