• 3

    posted a message on CraftGuide v1.7.1.1
    Quote from cyrziz»

    Hi guys, is it normal that i can't set The "# Whether CraftGuide sets up a keybind so that you can open it without the item." to false without getting a crash? I would really like a patch or something because i want to create a RP Modded pack(your mod is featured in the credits).


    Definitely a bug; seems to be a recurring problem area. Probably fixed in code, but not in the most recent released version.


    On a positive note, I'm finally going to have free time for a while, so hopefully can get back into mod development within a week or two. If I recall correctly, I stopped with a few bugfixes and features done, in the middle of rewriting the item list to handle NBT properly. Plan is still to finish up one last bugfix version supporting Minecraft 1.7.2, then focus on 1.7.10 and fixing all broken mod support.

    Posted in: Minecraft Mods
  • 5

    posted a message on CraftGuide v1.7.1.1
    Finally starting to work on the mod again, current plan is to finish getting the item list to support NBT, briefly dig through this thread for crashes and bugs, fix those, and declare the result as the last release for Minecraft 1.7.2. After that, spend time finally updating the built-in mod recipe support.

    Depending on external workload, some or all of that might be delayed another few months

    Quote from Lorenith»
    Is there a way to see the alternate items that can be used in a recipe? (When there's an F in the corner of the box). I could swear there was a way to see what other items could be used in those places, but can't figure out how, or find any information about it. I'm starting to think I just dreampt it up.

    At the moment, they are just listed in the filter item tooltip, though that might be broken at the moment. Needs a better UI, eventually.
    Is this mod dead? Is it still being developed? Just curious. I can't stand NEI. I use TMI. And TMI and craftguide in tandem are fantastic together. Missing it in my 1.8 world. Not asking for an ETA, just asking if it is being worked on. Thanks.

    Development had stalled during the past half year due to college.

    The mod should have an open source license, so anyone else could develop their own fork, if they spend the time getting gradle to actually compile it (ForgeGradle has problems compiling for 1.7.2 liteloader currently, though it's possible to work around), and spend time learning how I structured the code (years of cruft and poor design choices that need to be dealt with eventually, but work well enough that there's always something more important to work on, so such improvements only happen incidentally when there's something else to be done nearby)
    Quote from superdextor»
    hello how are you today?

    i wanted to ask you if i can use your mod Craft Guide on my server and the mod pack for it

    it wold really help me out thanks :)

    Definitely!
    Posted in: Minecraft Mods
  • 2

    posted a message on CraftGuide v1.7.1.1
    Quote from enkryptor

    Got a crash with the 1.6.8.2 version:

    It happens every time I try to start the server.


    Thanks! I'm glad that bug was caught before the actual release.
    Posted in: Minecraft Mods
  • 1

    posted a message on CraftGuide v1.7.1.1
    Quote from LoRaM100

    IMO close button not necessary (using almost all keys already), the MC Item key serves that function already.
    Lou

    Having a clickable close button has been a bit of a joke feature (in the sense that I often mention it alongside other plans, but never really work on it), although lately I have considered trying to add an open button that would float next to other GUIs, in which case the close button would return to the GUI that was open at the time.

    Also, since everything else can be navigated with the mouse, not having a mouse-based way to return to Minecraft seems like a small inconsistency.

    (Also, I just realized how confusing "[keyboard] button", "[mouse] button", and "[GUI] button" are, without sufficient context to make the intended meaning clear)

    Quote from RedBlock

    2 questions:

    1. Does it work on Multiplayer with 0 plugins 100% Vanilla Minecraft?
    2. Can I have a thing on how to install it in Minecraft 1.7.4 or something?


    Currently it requires Forge Mod Loader, which, as far as I am aware, is only for 1.7.2 at the moment. At some point, I do want to look into supporting alternate mod loaders, although I don't know of any alternative that isn't also at most 1.7.2.
    Posted in: Minecraft Mods
  • 1

    posted a message on CraftGuide v1.7.1.1
    It seems to be working, so I have released a 1.7.2 version. There may be a few bugs, but hopefully nothing that makes it unusable. Tested with BuildCraft 5.0.3.61 and IC² 2.1.422, and their recipes seemed to work. BuildCraft does have a new machine, though the recipes won't be included yet as this release is focused on the Minecraft update.

    Quote from boomshroom1

    To register the key handler:
    FMLCommonHandler.instance().bus().register(new CraftGuideKeyHandler(CraftGuide.defaultKeybind));


    To detect the key press:
    @SubscribeEvent
    public void keyDown(InputEvent.KeyInputEvent event)


    And check a saved instance of the KeyBinding with kb.func_151470_d() (isKeyDown() or something like that)

    IC^2's api has changed so that needs to be taken into account.


    Thanks, though by the time I read that, I had eventually found something similar.
    Posted in: Minecraft Mods
  • 3

    posted a message on To Mod Creators: Copyrights and Malicious code
    To quote Grum on Reddit:

    Obviously your code/assets are your intellectual property so someone just bluntly 'offering it' on another location other than the one you've decided it should be available from should fall under regular 'law' (and thus likely not being legal).


    The Minecraft EULA says:
    Any tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them.


    Also, relating to the parts of the EULA which have been interpreted as limiting mods the most in this thread:
    'Content' in that section are the worlds you play in, nothing more, nothing less.




    Quote from NoMoreFelonies
    No modder will ever, ever take you to court for taking credit for their Minecraft mod and using Adfly with it, let alone for putting their mod in a modpack. All the "legal threats" and DMCA notices in the world mean nothing if they do not sue you, which they won't.



    A DMCA takedown notice does mean something. At least for companies in the united states, the DMCA only protects them if they promptly remove the possibly infringing material. Meaning that it'll be unavailable at least for the amount of time it takes to file a counter notification and for 10 to 14 buisness days afterwards. A court is only involved if the copyright owner wants to keep the possibly-infringing content blocked after the uploader has filed a counter notification.

    Also, if you knowingly misrepresent that it is not infringing (as part of filing a counter notice), you get to pay their fees.


    So, make sure you know what country the files are being hosted in, or at least take the time to read the relevant parts of the DMCA before saying it doesn't matter.
    Posted in: Mods Discussion
  • 2

    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from Carados

    Except it's a work that requires interacting with the actual code of Minecraft, requires running an instance of Minecraft, and the actual gameplay consists of all of the core gameplay of Minecraft and whatever you add.

    You could literally install a thousand mods and just play vanilla Minecraft with the mods installed. It's derivative of Minecraft.


    It's still a separate collection of executable code based on a set of often wholly original source files. Some of them are even executable .jar files which may or may not even fully run on their own, depending on whether they have a main() somewhere.

    These mods are literally the java equivalent of .dll files loaded at run-time by the base game (or, in the case of Minecraft mods, by "Forge+Minecraft" which is the output of Forge's bytecode patcher applied to Minecraft's .class files during game initialization).

    Compare that with "mods" of other games, which, rather than being independent compiled code, are patches to the original game, or altered/added data files loaded by the game engine.


    There has been a lot of discussion with no clear answers on the nature of derivative work in the context of statically- and dynamically-linked libraries (see: GPL), some with actual lawyers putting a lot of effort into them. Which also includes dynamically-linked plugins... (which are almost exactly the same as Forge-based Minecraft mods!)
    Posted in: Mods Discussion
  • 1

    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from Carados

    You're again making the assumption that Mojang are the people who write copyright law, rather then copyright law being based on the laws.

    That's what NOTCH wants. What he WANTS is irrelevant compared to the legal reality.

    If you can't accept that, you're not adding anything to the discussion.

    Just again: There is NO legal precedent that mods, as they exist, are covered under any copyright law. There is, however, PLENTY of precedent that they not. If you don't want to discuss copyright law, perhaps you shouldn't be discussing copyright, like you are.

    What Mojang wants when it comes to copyright is ultimately irrelevant. EULAs have not and never will over right national law.

    That's again, because wikipedia is covering derivative works that are protected.

    Works that are just expansions on a work without being transformative are not protected. Check how often the word transformative (or transform, or etc) is used in that article, or any discussion on derivative works.

    Here's the thing: Transformative isn't based on what you want. It's what a judge sees. I said this earlier in the thread, but if your mod is, "more blocks for a game about blocks," it's a really hard sell for a judge. You need to justify this to someone who not only doesn't understand Minecraft, but video games, or even computers.

    For some examples of mods that would be considered transformative would be, for example, the difference between Half-Life One and Team Fortress Classic, or Warcraft Three and Defense of the Ancients.


    What is a "mod"? In this case, it is a separate piece of software which interacts with Minecraft within the context of a running JVM instance in order to produce a different gameplay experience.

    You are talking about them as if the mod authors take a full copy of Minecraft, edit that, and post the full copy of Minecraft as their derivative work. Which is what a derivative work would actually be.
    Posted in: Mods Discussion
  • 2

    posted a message on CraftGuide v1.7.1.1

    1.6.4


    The Forge version, as it uses srgnames, is already compatible with 1.6.4. An updated Modloader version will hopefully be available soon.

    Quote from Tearlow

    Hey, Just wanted to check in if this was a bug or not but it would appear that the hotkey assigned for your plugin is globally used in some cases. ie. Using the basic Creative mode inventory and trying to search for an item, if you hit the defaulted key "G" (While still typing) it will open up the CraftGuide instead of typing the letter and thus closes the previous window.


    It's a known issue, which might be fixed eventually, but a workaround for now is to make sure that your cursor is not currently over an item while typing.

    Quote from Arathesies

    This is a very useful mod. But it seems there is a dark-blue overlay being applied to the Crafting Guide item. This makes adding texture support look bad, because the overlay is always being applied over the texture. My only request would be if you could remove it. If you want the book to have a unique texture, feel free to use this:



    Good point. The current coloring method is really a lingering feature from when I just re-used the book icon directly, and was just to make it visually distinct from a regular book. Now that Minecraft keeps the icons separate, it wouldn't take much to make a unique icon, I just hadn't thought about it before.

    Finally, sorry for the delays and complete lack of updates, I have had a bit a lot a massive a humongous cookie problem during the past weeks/month.
    Posted in: Minecraft Mods
  • 2

    posted a message on More in 1.7: Resource Pack Selection
    Servers should not be able to force resource packs on players. It's an accessibility issue (colour blindness, seizure sensitivity, etc.), as well as a risk that someone replaces all the textures with pornographic images and then posts a misleading description of the server on a forum where especially young people often visit.

    On an unrelated note, will there be a way for mods to iterate over all versions of a single file, or all files in a single directory? Not so much for images or sound, but for text files (such as a list of random NPC names) there might sometimes be a need to read the same file from every selected resource pack (at least the ones containing a copy of that file), in order to combine their contents.
    Posted in: Minecraft News
  • To post a comment, please .