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    posted a message on CraftGuide v1.7.1.1
    Forestry and Railcraft add their recipes themselves (and Forestry currently uses the wrong metadata ID for the machines, so some of them display the wrong machine, and others don't display a proper machine at all).

    Included in CraftGuide itself: Vanilla crafting; OreDictionary crafting; IC2 crafting; IC2 machines (macerator, compressor, extractor); IC2 scrapbox drops; Vanilla smelting; Forge metadata-sensitive smelting; GregTech machines (too many to count, including generators. Currently missing the plasma generator for the new fusion reactor output); BTW machines (not as many as GregTech, but still quite a few. Not tested in 1.5. At some point, needs an update to better reflect an old API change that allows BTW add-ons to add their own recipes for certain more unusual machines); BWR (a BTW server add-on) recipes; Vanilla furnace burn value tooltips; IC2 generator burn value tooltips (usually based on vanilla furnace value, though there are a few exceptions).

    Not included in CraftGuide, from mods partially included: IC2 massfab amplifier tooltips; GregTech plasma generator outputs; probably a few other things.

    Some mods which do not have any recipes included in CraftGuide (though it is possible that someone wrote a mod to add them): Railcraft and Forestry add recipes themselves; Buildcraft; Factorization; Thermal expansion; RP2 (alloy funace recipes were included in CraftGuide until Minecraft 1.4, disabled because I was unable to test whether they still worked, and haven't been re-added yet); Applied Energistics; Any of the Universal Electricity-based mods; Thaumcraft; TerraFirmaCraft; Metallurgy; and countless other mods that I have not used recently enough to remember or find in a folder full of old mods.
    Posted in: Minecraft Mods
  • 3

    posted a message on CraftGuide v1.7.1.1
    Updated to 1.5.1. Still no changes, so the version is still 1.6.6.
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    I'm not quite done with 1.4.5, wanting to get an initial form of server to client recipe transfer (at least one serverside-only mod would benefit from being able to send recipes to each connecting client), but I should have a quick 1.4.6 version soon. Have been a bit busy for the past few days.

    Just have to check that nothing broke.

    Edit: Things broke, but not too badly. IC2 and GregTech moved some classes around, and the process of updating code created an infinite loop or two. I'll probably test a bit to see if there are any problems left, and, if not, have an update soon.
    Posted in: Minecraft Mods
  • 2

    posted a message on CraftGuide v1.7.1.1
    Okay, Craftguide is now officially available for Minecraft 1.4.2.

    There isn't much actually changing in the interface, most of the work has been on the theme system (which is finally becoming reasonably powerful). CraftGuide will now check texture packs for themes, overriding existing themes with the same id (Due to the way texture packs work, it doesn't search for "theme.xml" in a directory, instead they must be specified specifically in "CraftGuideThemes.txt", one on each line, and they can use any name. Here is an example, which replaces the default theme with the contents of the dark theme (which is already available without a texturepack))

    The file format is still changing a bit, but once things are more stable I will post a detailed guide of how it all works.
    Posted in: Minecraft Mods
  • 2

    posted a message on CraftGuide v1.7.1.1
    So, 1.6.0.1 is out, with a newly added fourth number in the version. That number will automatically increment whenever I run my build script and haven't specifically overridden the version (such as for test builds). Even though the version jumped from 1.5.* to 1.6.*, there isn't much immediately visible that has changed. Mostly, the new API is finally ready (though both the original and the WIP APIs still mostly function, for compatibility with other mods), and there is a new system where it loads some of the texture definitions from an external file, so that it is possible to re-skin the GUI without having to replace an image in the .zip.

    For changes that actually matter in-game, you can now search for text phrases from the item list, by pressing enter after typing something, or clicking on the little speech bubble thing that appears at the end of the item list when the search text is not empty. Additionally, the resize handle has been recolored to make it more visible to people who don't know that it is there.

    The configuration file, CraftGuide.log, and the directory containing any visual themes are all now found in .minecraft/config/CraftGuide, to clutter .minecraft a bit less, though it will read from the old config location the first time you run the game (specifically, if the old config file is present, but the new one is not.). There is also a setting to disable the keybind, for anyone who is interested.

    The key resetting seems to have stopped for me. Perhaps it was something to do with forge versions, or a conflict with other mods. If it's still an issue, though, I certainly will be looking into it.
    Posted in: Minecraft Mods
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    posted a message on AMCO Mod Pack permissions
    No explicit permission is needed to include CraftGuide in a mod pack (I modified the permission section it some time ago), but in case I ever change that (unlikely), or for those who feel that some text in the main mod post is insufficient, this mod pack has complete permission to include CraftGuide, any previous or future versions of CraftGuide, and any extra components for an included version of CraftGuide that I wrote and posted at some time.
    Posted in: Mods Discussion
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    posted a message on CraftGuide v1.7.1.1
    Version 1.5.1 is out, for Minecraft 1.3.2. It's just a quick port, so that there is at least *something* available until I finish the longer rewrite that I am working on.

    Starting with 1.5.1, the functionality of QuickGuide and BrewGuide is included in the main download. Potion recipes start out disabled.
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    If it was completely dead, I'd throw the code up on github or someplace (Unless it died because I completely forgot it existed) (Actually, I should probably do that anyway, at least for the pre-1.3.0 code).

    I've been procrastinating a lot, and before that, I was working on a system where the "textures" contained more logic, to the point where they were "some object that can fill a rectangular area with pixels", with the intention that eventually textures can be built up from effects (image A everywhere to the left of a line, image B to the right; Scale that image 0.8 by 1.2; a simple solid color; a small square within an existing texture, looped at the edges; a set of 9 images, the edges tiled in one dimension, the centre in both, to give a nice border; Other things, like altering colours and stuff), where the specific effects are described in external text files, or perhaps modified with an in-game editor, so that people are able to re-skin it more completely than just replacing the exiting texture files.

    Also, there will be a need for proper multiplayer logic, so that the server can send recipes to the clients (if possible), allowing things like custom recipes and things generated dynamically during that game that might not show up normally.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    By "exactly" or "nearly exactly" matching, do you mean just the method names? Those have to be that way, so that mods created for ModLoader can continue to work, unmodified.

    Is it a few methods that have identical or nearly identical code? That's a more significant similarity, but how long are they? Often, I've seen completely different people come up with the exact same code for short functions, just because it's the most obvious implementations (even as far as variable names, for variables like i, j ,x, y, z, and such, where it's a fairly common short name for that context).

    Now, if it's methods containing at least 5 (or so? Just picking an arbitrary number that sounds good) lines, and both of them are implemented exactly the same, I would consider that one or both of them are copying code from somewhere else (either FML from ModLoader, or both of them from some Minecraft code somewhere).
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    Showing the ID: very easy. Basically only requires changing a single function, and, as a bonus, It's very easy to have it show under the item name, like enchantments and potion effects.

    I'm still a bit tired of working on the CraftGuide code, so won't get around to any major changes for a while, especially as I have an idea for an unrelated mod (which, since it would use the same GUI, would give me a chance to greatly improve it in a cleaner environment), but at some point fairly soon, I should have a new version out, specifically for forge, 1.2.5, and forge modloader. It'll only have minor changes, though.
    Posted in: Minecraft Mods
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