I wish I could have gone as a modder... ;_;
I guess I'm not well known enough...
- The_WeatherPony
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Member for 11 years, 11 months, and 12 days
Last active Tue, Dec, 5 2017 01:18:55
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Oct 4, 2013The_WeatherPony posted a message on Saturday with Sach: My First NightMy first time playing was a little... pathetic. I had heard about Minecraft from somewhere, but I don't remember now where that was. All I understood about the game was what was printed on minecraft.net - monsters came out after the sun came down and how to move. I was wanting to play a hack-and-slash, so I tried it out.Posted in: News
I started a game and am popped into a bright and colorful world of cubes. I opened my inventory, thanks to the notes about the game, and found a bunch of cubes I could use. Starting to realize this might not be quite what I was thinking, I made a glass spiral tower so I could focus my attacks and run to safety if need be, while still being able to see what's after me.
Five minutes passed after I'd made a small defensive position, and it wasn't night yet. Seeing that it was taking a while to become night, I carefully expanded my defenses, because a long prep-time means lots of enemies, based on my experiences in other games. An hour after starting, night still had not come, and I started having my doubts.
Turns out that the demo didn't have nights, or even monsters. I had wasted an hour building up defenses for an attack that would not, and could not, ever come.
And that was how I spent my first never-night. -
Apr 5, 2013The_WeatherPony posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertIs it wrong of me to hope it's the overfeeding of animals? I want my exploded bacon. :3Posted in: News
If it's not, I'll make it a mod!
Also, just to point out, several people here have said that the modder behind Mo'Creatures helped. Doesn't the horse in Jeb's pic look a LOT like the Mo'Creatures' horse? Isn't it possible they gave him a snapshot, he/they ported his mod to it (or at least the horses part), and jeb took a pic riding a horse? (to answer my own question, yes, it is) That would still be v1.6, so it wouldn't be a lie that the pic is from the next update, and would mean Mojang is trolling us, like they always do. That's just my speculation, though. -
Apr 4, 2013The_WeatherPony posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertPosted in: News
Eeyup. - To post a comment, please login.
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Zigeris - Servers have different possible ways of setting things up with the mod. You could try the alternate (Apple/Mac) server installation, if you're allowed to use a custom server jar on your old (and cheaper) server... I might also be able to get someone that has previously set up some servers with the mod firsthand to assist you, if you need.
As for the calendar mod being in line, that might be from something on that mod's side, or could just be a happy coincidence.
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Zigeris - PML is currently incompatible with MultiMC:
"This does not currently support use with MultiMC. Support is being developed."
I recommend Technic. Using Curse/FTB is technically possible, but they bring their own problems for your clients. The vanilla launcher also works, and I recommend it more than Curse/FTB (Curse/FTB has yet to achieve feature-parity, yet loves to claim it's superiority), but I recommend all less than Technic. (I am not related to the Technic project, and only recommend it for it's features. I get no reward/benefit from suggesting it nor from other's use of it in any way, other than the potential for continued use of my modding code from my existing, non-Technic users that would stop using it otherwise.)
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bosky2102 - joy... that's in one of the files I changed a fair degree. Just like the last one, it's caused by a side-culling annotation, if you want to remove it yourself with some kind of bytecode editor. Sorry for the troubles... I've fixed it for the future, though.
TMPM - I figured out those bugs long ago, and asked for detailed information whenever you (or anyone else) came across such conditions again -- I even added detailed info of what happened to the error/exception so I could track the issue to specific parts of the specific mod(s) that led to it.
However, you will be getting a couple of things that you've been wanting with this upcoming version... one of which being simpler multiworld commands for consoles.
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bosky2102 - Thanks for letting me know. I've fixed it for the next version, which is getting closer every day to being ready. Sad that this is the first time I hear about the issue...
Since the code has been greatly altered since the last release, etc., here is a bugfix patch to fix it manually -- just replace this singular .class file in the official release (.jar = .zip (but sometimes with special text files included to ensure authentication, though my mod doesn't have such files)).
The Seasons Mod 3.0-alpha for 1.8.9 (I'll backport the changes to 1.7.10) is almost ready -- right now I'm just finishing up the conversion of the snow code to use the new Json-based config settings, rather than the old NBT ones. After that comes revisiting the seasonal commands, removing the unconverted plant spawning code (to bring it back in a later release, once the inbound Json stuff is fully stabilized), and initial testing.
pre-3.0 is almost a finished memory!
After getting 3.0 stabilized, I'll get started on updating to newer versions of MC, where maybe I won't be developing solo anymore... but only if I haven't taken too long already...
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TheMrFailz - GalacticCraft is not following the intended way to create/register biomes in Minecraft. The correct way is to create and register said biomes in one of the mod initialization phases - which one is escaping me atm. This mod [The Seasons Mod] checks and "learns" about all registered biomes the first time a world starts loading -- something that always happens LONG after all mod initialization phases have completed. GalacticCraft's biome "isn't known" simply because the biome did not exist when it is normally required/expected to. This should be considered a problem on GalacticCraft's side, even if it is the more popular mod.
You can tell the mod to ignore that world/dimension by editing the seasonal nbt settings within the save folder. I don't recall atm if that would fix this particular issue, off-hand... typing this on my phone, away from my code.
ElasticKnife/PitchBright - CurseClient installation is possible, but it is not possible to distribute in a modpack via Curse. I talked briefly with one of the folks at Curse, and he refused to forward my requirements along to the actual developers needed to make it possible, citing it as a security risk to allow a way for Java Agents to be distributed for auto-installation (even if it is a fully open-source project, and with my willingness to have the source reviewed by hand for every release to cause week-long delays for being accepted).
Snipe13051 - Tough As Nails has things this doesn't, but my mod has more implemented so far as seasons. In fact, this mod is PACKED with stuff that just isn't configured beyond "do as vanilla" by default.
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-javaagent:PMLCore/PMLPremain.jar=-MCSide:Client
-javaagent:PMLCore/PMLPremain.jar=-MCSide:Server
But it looks like you're using one of these:
-javaagent:PMLCore/PMLPremain.jar
-javaagent:PMLCore/PMLPremain.jar= -MCSide:Client
-javaagent:PMLCore/PMLPremain.jar= -MCSide:Server
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[MC]PML works for MC 1.6 [maybe earlier versions, too, though I haven't checked them] though the current [MC 1.11], though that doesn't say anything about mods that use PML - this is more of an API to advanced Java stuff than to Minecraft. In fact, I'm now buying Rising World on Steam -- after I play some of it and come to understand what it has from a gameplay perspective, I'll be writing up adaptation code for PML's use with it (shouldn't take too long, and could bring a nice sudden Java modding surge to that modding community, even though the game is still in alpha).
For users getting a FileNotFoundException from use with The Seasons Mod, there is an official updated version on the mod's Curse page. The author of that mod hasn't linked to it yet from his MinecraftForums page, even though he's had the Curse one up for a while now. (That lazy modder! Oh wait... that's me :P)
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Kilyle - You can make gameplay videos with the mod, mod showcases, mod installation guides, and the like. Don't upload the mod for file sharing nor earn money from the mod's file(s) itself(/themselves), though -- Youtube ad revenue is perfectly fine, since those ads would be on the videos rather than the mod's file(s)... unless Youtube starts becoming a file sharing service for non-videos, of course, in which case only the ads on videos is fine and the mod's file(s) should not be on there
gameplay video = free [non-subtracting] publicity = why would I want to stop it?
*by "non-subtracting", I'm meaning that it's not something like "download this mod from [insert number]Minecraft", etc. Those I consider posting a comment correcting it, though half of the time those vids are for [insert whatever the current version of MC is at this moment in time, here] and aren't legit anyways.
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spidermansweb22 - the obfuscation components from this thread are not for PML 10.x+, as the MC adaptation code included in the [MC]PML download for 10.x+ already contains [improved versions of] them.
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Curse admin is siting Teotoo's copyright that says public distributions of modified copies of the mod requires advanced written permission.
My only chance to release my build is to contact whomever is now using Teotoo's Steam name, find out if it's actually still Teotoo, and get permission through there... but that's still an "if", as that Steam name isn't "Teotoo" and the current holder has gone through 75 name changes. Plus, Steam won't let users send messages without being friends anymore, and that user's already declined my request to be friends so I could ask two stupidly simple yes/no questions!
AAAAAHHHH!!!!!!
This is even more irking than when I initially tried posting The Seasons Mod on Curse and was told there was already a mod with that name (so couldn't upload it).
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Minecrafteerz... I'm starting to slam my head on my desk. I'm going to have Pitch test this next build before uploading it =.=
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FreeBoyzMinecraft - Please use spoilers so your reports don't take up so much scroll space -- imagine if 10 or so posts like that were on one page =/
Also, please use the download on Curse/CurseForge. I haven't had enough free time to finish reworking the opening post in this thread...
Minecrafteerz - I'll need to work over things with Pitch to figure out anything with lag (all I can test on this computer is if something works/runs). I'll get the build of Mo' Villages up for usage to fix that issue - I've come to the assumption that it's from the nutty way the game generates the world.
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knightbearfuel - pre-3.0beta13d3 for MC 1.7.10 (y)
Minecrafteerz - I'd start by blowing away all of the seasonal configs in the config folder. Quite a few bug fixes to the processing of the files in there...
May also want to remove the seasonal NBT data in the world/dimension folders.
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...oh right. It was the 1.8.9 line that had the soft dependency on ShetiPhian's mod, not the 1.7.10 line. (facepalm)
Replaced the Curse file... luckily, only 3 people downloaded it =/
I'd suggest asking my primary tester, PitchBright, about using this with Enviromine, since he uses the two together for his server. Before asking, no he doesn't test everything nor every release - he just tests every major build and every new important addition that I remember to tell him about (which helps catch a lot of issues, actually).
I'd start with testing just without Optifine - two other mods are voicing concern in your first report in your last post [Mantle and Forestry], and usually for good reason ['cause it's Optifunny!].
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knightbearfuel - Sorry, there... didn't see your edit.
...yet another mod that's getting textures while textures are being loaded.
Poked a hole for that one specific issue, though there may be more and I can't guarantee there won't be other issues with Forestry (even of the same type). ...why not I just poke a bunch of holes for other issues of this same type too.
TSM pre-3.0beta13d3 for MC 1.7.10 is now on Curse, though who knows how long it will take to be approved... wow! less than 4 minutes this time -- better than a few hours for pre-3.0beta13d2 for MC 1.8.9...