DO NOT EVER USE MINECRAFTDL. It's a site known to have hosted viruses and malware, and every now and then that is still being reported. By using that site you are exposing your computer to great risk. Use the official thread here on Minecraft forums, CurseForge, PlanetMinecraft or mods.io instead.
For more information, see http://www.minecraftforum.net/topic/2240851-mods-faq-and-security-considerations/#security
TooManyItems' thread on Minecraft forums can be found by clicking here.
- ZeroLevels
- Retired Staff
-
Member for 12 years, 2 months, and 3 days
Last active Wed, Jun, 22 2022 10:05:19
- 4 Followers
- 835 Total Posts
- 517 Thanks
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1
bilde2910 posted a message on Problems downloading mods from minecraftdl!Posted in: Mods Discussion -
1
Lunatrius posted a message on Community Creations - SchematicaPosted in: Minecraft News
Might be AdBlock or a similar addon. Simply remove the http://adf.ly/<some number>/ part and you'll be able to download it directly (disabling javascript on the download page should do the trick as well).Quote from Kittykatkit12
I can't download it. click the "Skip Ad" button but it just brings me back to the same adfly page.
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3
Lunatrius posted a message on Community Creations - SchematicaWhen I saw the news in my RSS reader before going to bed... I was just like "O_O". I sure was.Posted in: Minecraft News
But it fires you up, making you want to work even more on it. It's a funny feeling. Thanks for the digital diamond/spotlight! o/ -
542
Shadowclaimer posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"![Represent]Posted in: Minecraft Mods
METALLURGY===================================================
Metallurgy 3 Development has halted, for any information and updates please [url="http://www.twitter.com/shadowclaimer"]follow me on Twitter to keep up to date on M4 development and addon development.[/url]
Chat in the Metallurgy IRC Channel
Server: irc.esper.net
Channel: #Metallurgy
To Report Bugs Visit the Github at https://github.com/TeamMetallurgy/Metallurgy3/issues?state=open
YOU DO NOT NEED MY PERMISSION TO PUT METALLURGY IN YOUR MODPACK!
For information on the mod visit:
[url="http://metallurgy2.wikia.com/wiki/Metallurgy2_Wiki"]http://metallurgy2.w...etallurgy2_Wiki[/url]
For those wondering what Metallurgy contains, feast your eyes upon the grand spreadsheet: [url="https://docs.google.com/spreadsheet/ccc?key=0ApPr023YHYR0dEQ1X2JNOHgteUFRRGtFMlo0ZUQxN2c#gid=0"]https://docs.google....o0ZUQxN2c#gid=0[/url]
===================================================Staff===================================================Metallurgy Staff
Author/Director/Artist - Shadowclaimer
Producer/Programmer - RebelKeithy
Special Thanks
Assistance/Advisor - mDiyo
Bukkit Port - MazeXD
Wiki Editors - Ric_Br, Assassin2134, Waveshaper, kuroiXiru
===================================================Information===================================================Metallurgy is a vast enhancement to the basic mining system, adding well over 48+ new metals (based on which submods you use). Our goal is to create a balanced atmosphere for players to explore and enjoy mining. Metallurgy 2 is also modular, configurable, and entirely tailoring for the player's experience.
You can find the configs in your .minecraft folder under Config/Metallurgy/(Metal Set)
As part of Metallurgy's addons, normal ores are put onto our spawn system of no height restrictions, we felt this created a more fun, exploratory system for mining. If you want to change Vanilla metals back to their old values, simply crack the Core config and under ores disable all of the listed ores (should all be vanilla names) which will reset anything we change about them.
Base Metals
Adds Copper, Tin, Bronze, Hepatizon, Angmallen, Damascus Steel, Manganese, and Steel.
These are supplements ranging between Stone and Diamond with Steel being Diamond Equivalent but less durability. Installing Base Metals also gives you access to new metal Furnaces and Crushers (see below).
Precious Metals
Adds Zinc, Brass, Silver, Electrum, and Platinum.
These metals create high enchantability, low durability tools, they can also be mixed with some other metals in other sets to create potent new metals. Precious Metals can also be turned into "Met" at a Mint, Met being a coin-like currency that's tradeable with Villagers.
Nether Metals
Adds Ignatius, Shadow Iron, Lemurite, Shadow Steel, Midasium, Vyroxeres, Ceruclase, Adluorite, Inola&amp;#91"]"]"]"]e, Kalendrite, Amordrine, Vulcanite, and Sanguinite to the Nether.
These metals vary in strength from midrange overworld metals to post-Diamond and are only obtainable in the Nether. Some Nether metals come with alternate uses (Ignatius/Vulcanite can be used for fuel for example). Nether Metals also comes with a new furnace called a Smelter that's powered specifically by lava.
Fantasy Metals
Adds Prometheum, Deep Iron, Infusolium, Black Steel, Oureclase, Aredrite, Astral Silver, Carmot, Mithril, Rubracium, Quicksilver, Haderoth, Orichalcum, Celenegil, Adamantine, Atlarus, and Tartarite.
Fantasy metals spawn in the overworld and come in a very large variety, covering Stone through high end Nether in strength. They have higher enchantability by default, but are much rarer than their overworld counterparts. Fantasy Metals also comes with the Abstracter, allowing you to transmute old metals into Experience Orbs.
Ender Metals
Adds Eximite, Meutoite, and Desichalkos.
Eximite is a high tier metal found throughout the Ender and can make weapons/armor/tools near Steel in strength. Meutoite is a Catalyst found throughout the Ender when mixed with Eximite creates Desichalkos, a strong and powerful alloy.
Utility Ores
Adds Phosphorite, Sulfur, Saltpeter, Magnesium, Potash, and Bitumen to the overworld. These ores drop straight items that are used to craft Fertilizer (Bonemeal replacement), Gunpowder, or Tar (Stickyball replacement). See below for recipes.
======
To enhance mining, each Metallurgy metal set comes with a special "machine" that can be upgraded through the tiers that provides new functionality.
Crusher (Core)
The Crusher is included with all Metallurgy installs, it is crated by placing 4 cobblestone in the corners, 4 sticks in the straights, and a Stone Furnace in the middle. The Crusher uses coal and other basic fuels to turn raw Ore into Dust, increasing your output and allowing you to mix dusts to create alloys.
Note: If you have Base Metals installed, you have access to a Copper, Bronze, Iron, and Steel Crusher, each crafted using the previous tier and 8 bars around it. They are faster and more fuel efficient.
Metal Furnaces (Base)
Metal Furnaces come with every install of Base Metals, they are created from Copper, Bronze, Iron, and Steel Bars surrounding the previous tier of Furnace (starting with Stone). Each one is faster and more fuel efficient.
Precious Metal Chests and the Mint (Precious)
Precious Metals adds Precious Metal Chests to the game, crafted from Brass, Silver, Gold, Electrum, and Platinum, these chests have a much higher storage capacity than their basic wooden counterpart! They are crafted from the previous tier chest (starting at wood) and 8 of the next tier of bar. The Mint can hold a bar of a precious metal, right click the mint while holding a bar to put it in, then give it a red power pulse and it'll output coins.
Smelters (Nether)
Nether Metals adds Smelters, these special furnaces are crafted using 8 metal bars in addition to the previous tier of Smelter (starting at Stone Furnace). These Smelters store lava, simply right click with a bucket on lava on them to dump it in them, they then use this lava storage tank to smelt your metals at a very fast rate. Each tier of Smelter gets faster and a larger storage tank.
Abstracters (Fantasy)
Abstracters are fancy devices that come with Fantasy Metals and are made from Promtheum, Deep Iron, Black Steel, Oureclase, Aredrite, Mithril, Haderoth, Orichalcum, Adamantine, Atlarus, or Tartarite.. They are powered by Prometheum Dust, Astral Silver Dust, or Carmot Dust respectively. Input a metal bar in the top of any type, and the proper dust in the bottom, and it'll transmute the bar into raw experience for the user. Each tier of Abstracter increases the amount of exp given (applying a bonus), as well as speeding it up and making it more fuel efficient. You can craft an Abstracter with the previous tier and 8 metal bars (starting with a Stone Furnace).
======
The Grand Minability Chart
(Special thanks to ZeroLevels for some missing bits)
======
Alloying Guide
You alloy two metals by mixing the respective dusts in a crafting bench or your own inventory. Most alloys carry on characteristics of their base components with a small bonus (usually in mining level, allowing access to higher tiers and allowing you to "skip" tiers)
Base Metals
Copper + Tin = Bronze
Bronze + Gold = Hepatizon
Iron + Gold = Angmallen
Iron + Bronze = Damascus Steel
Iron + Manganese = Steel
Precious Metals
Copper + Zinc = Brass (Requires Base)
Gold + Silver = Electrum
Nether Metals
Shadow Iron + Lemurite = Shadow Steel (2.0.3b: Shadow Iron + 2x Ignatius)
Ceruclase + Adluorite = Inola&amp;#91"]"]"]"]e (2.0.3b: Vyroxeres + Ceruclase = Inola[profanity="&amp;#91"]"]"]"]e)
Kalendrite + Platinum = Amordrine (Requires Precious)
Shadow Iron Dust + Ignatius Dust = Iron Dust
Fantasy Metals
Deep Iron + Infuscolium = Black Steel
Mithril + Silver = Quicksilver (Requires Precious)
Mithril + Rubracium = Haderoth
Orichalcium + Platinum = Celenegil (Requires Precious)
Adamantine + Atlarus = Tartarite
Prometheum Dust + Deep Iron Dust = Iron Dust
======
Extra Recipes
Any Base Metal in a Rail, Bucket, or Shears recipe will produce a basic version of said item. For Rails you get more/less rails based on the metal used. Also any Precious Metal can be used to make Booster Tracks, resulting in more/less of said track based on the metal used. You can also craft Pistons using the recipe and replacing the Iron in the recipe with Bronze or higher quality Base Metals.
Copper Furnace = 8x Copper Bars + Stone Furnace
Bronze Furnace = 8x Bronze Bars + Copper Furnace
Iron Furnace = 8x Iron Bars + Bronze Furnace
Steel Furnace = 8x Steel Bars + Iron Furnace
Stone Crusher = 4x Stone (Corners) + 4x Sticks (Straights) + Stone Furnace
Copper Crusher = 8x Copper Bars + Stone Crusher
Bronze Crusher = 8x Bronze Bars + Copper Crusher
Iron Crusher = 8x Iron Bars + Bronze Crusher
Steel Crusher = 8x Steel Bars + Iron Crusher
Abstracter = 8x <Metal> Bars + Previous Abstractor Tier (Nothing for Prometheum)
Tartarite Enchanting Table = 1x Enchanting Table (Center) + 5x Tartarite (U around Enchanting Table) + 1x Enchanted Book (Top)
Smelter = 8x <Metal> Bars + Previous Smelter Tier (Nothing for Ignatius)
Mint = 3x Iron Bars (Top Row) + 2x Sticks (Sides) + Redstone Dust (middle) + 2x Iron Bars (Bottom corners) + 1x Piston (Bottom Center)
Golden Cog (Used in Mint Loader) = 4x Gold Bar (Straights) + Iron Bar (Center)
Mint Loader = 2x Pistons (Sides) + 4x Gold Cogs (Corners) + Chest (Center) + 2 Iron Bars (top and bottom)
4x <Metal> Bars in a square = 4x <Metal> Bricks
1x <Metal> Bricks = 1x <Metal> Bar
9x <Metal> Bars = 1x <Metal> Block
1x <Metal> Block = 9x <Metal> Bars
Glass + Crusher = Glass Dust
Glass Dust + Iron Dust = Red Glass Dust
Glass Dust + Copper Dust = Blue Glass Dust
Glass Dust + Bronze Dust = Green Glass Dust
Glass Dust + Angmallen Dust = Orange Glass Dust
Glass Dust + Manganese Dust = Purple Glass Dust
Glass Dust + Gold Dust = Yellow Glass Dust
Glass Dust + Hepatizon Dust = Black Glass Dust
Glass Dust + Steel Dust = White Glass Dust
<Color> Glass Dust + Furnace = <Color> Glass
(Base Metals Only)
<Metal> Bar x 7 (in ladder shape) = <Metal> Ladder
(Also works with normal Glass)
6x Stone (top/bottom rows) + 2x <Color> Glass (sides) + Torch = <Color> Lantern
Utility Ores
Phosphorus + Magnesium + Saltpeter = 8x Fertilizer
Phosphorus + Magnesium + Potash = 8x Fertilizer
Phosphorus + Saltpeter + Potash = 8x Fertilizer
Saltpeter + Magnesium + Potash = 8x Fertilizer
Stick + Phosphorus (above) = 4x Matches
4x Magnesium + 4x Phosphorus + TNT (center) = LE TNT
4x Sulfur + 4x Saltpeter + TNT (center) = HE TNT
Charcoal + Sulfur + Saltpeter = Gunpowder x4
Bitumen (+Furnace) = Tar
Tar + Blaze Powder = Magma Cream
Tar + Piston = Sticky Piston
Magnesium + Flint = Magnesium Igniter
Nether Metals
Vulcanite Bar x2 = Blaze Rod
Midasium Dust + Any Dust = Gold Dust
Ender Metals
4x Metuoite in a circle = 4x Ender Pearls
Industrialcraft 2 Additional Recipes
Copper Crusher + 7 Iron Bars + Circuit (top) = Macerator
Bronze Crusher + 5 Iron Bars + Circuit (top) = Macerator
Iron Crusher Circuit (top) = Macerator
Steel Crusher Circuit (top) = Macerator
===================================================Downloads===================================================
Bug Tracker:
https://github.com/TeamMetallurgy/Metallurgy/issues?milestone=&amp;page=1&amp;state=open
Metallurgy Downloads
Requires [url="http://files.minecraftforge.net/"]Forge[/url]
[url="http://minecraft.curseforge.com/mc-mods/metallurgy/"]Metallurgy 3.1[/url]
If you encounter bugs, please note the following before reporting:
-Try installing a clean install entirely.
-Try manually installing instead of automatic, MCPatcher is having known issues for example with Forge right now, and the others are prone to bugs sometimes.
-Make sure you're getting the latest Forge, we provide a link straight to it in our thread.
-Other mods can cause conflicts, Optifine is known to cause messups in a variety of mods. So try installing it without other mods first THEN see what happens.
Installation
-Install Forge by extracting it into your Minecraft.jar and deleting META-INF
-Run Minecraft, get to title screen, exit.
-Put Metallurgy Core into your mods folder. (DONT EXTRACT!)
-Put any Metal Sets you want into your mods folder. (DONT EXTRACT!)
-Run Minecraft, enjoy.
Server Installation
-Obtain the server.jar from [url="http://www.minecraft.net"]http://www.minecraft.net[/url]
-Install Forge's latest server version into it (DO NOT DELETE META-INF FROM SERVER!)
-Run the Server, when its done booting type "stop" in the console
-Delete the World folder it just created, drop (not extract!) the Metallurgy files into the Mods folder it just created
-Start up, enjoy.
Texture Packs
Sphax
by MrTylon
[url="http://bdcraft.net/forum/128xr1-metallurgy-2"]http://bdcraft.net/f...r1-metallurgy-2[/url]
Painterly Textures
by Archdeco
[url="http://www.mediafire.com/?b5r1s90d58sotg6"]http://www.mediafire...b5r1s90d58sotg6[/url]
[url="http://imgur.com/a/18gBh#0"]http://imgur.com/a/18gBh#0[/url]
Summerfields
by HimmelsDaemon
[url="http://www.mediafire.com/download.php?tj7a1y01wcxtmkz"]http://www.mediafire...tj7a1y01wcxtmkz[/url]
===================================================Videos===================================================
Tartarite Enchant Explanation by Ghost Pandahttp://www.youtube.com/watch?feature=player_embedded&amp;v=_kWyQ6AfZVQ
Metallurgy Survival Series by Ghost Pandahttp://www.youtube.com/playlist?list=PLCSsHndV1F8OtyJ7Vlvz3-LWVRGg1vlD3
Mod Review by xxJOBOOXxx
===================================================Screenshots===================================================Courtesy Luke616
===================================================Banners===================================================Copy paste this into your signature.
[url="http://www.minecraftforum.net/topic/744918-100ssp-metallurgy-a-minecraft-expansion-v110bupdated-112711/"]Metallurgy: Putting the "Mine" back in Minecraft.[/url][url="http://www.minecraftforum.net/topic/744918-100ssp-metallurgy-a-minecraft-expansion-v110bupdated-112711/"][/url]
[url=http://www.minecraftforum.net/topic/744918-100ssp-metallurgy-a-minecraft-expansion-v110bupdated-112711/][center][b][color=Black]Metallurgy: Putting the "Mine" back in Minecraft.[/b][/center][/color][center][IMG]http://i.imgur.com/cRF9r.png[/IMG][/center][/url]
===================================================Compatibility===================================================Here is a list of mods with known issues or known compatibility with Metallurgy.
-Any Forge mod has full OreDictionary support, meaning their ores will work with ours and vice versa if they share names. Build Copper Wires in IC2 with our Copper, use our Silver in RP2, you name it!
-Buildcraft has full compatibility, their quarries will mine our ores, their pipes pump lava into our smelters, and their pipes will transport to/from any of our machines.
-Industrialcraft 2 has a ton of support from us, you can crush our ores in their Macerator, you can craft their Macerators using our Crushers and Circuits/Iron Bars, their Drills will mine at a level equivalent to what they are (Iron-Iron, Diamond-Diamond). You will need to adjust their config to list our Ore ID's under Miners however.
-Twilight Forest will spawn our ores in their dimension!
-Mystcraft supports our ores for the Dense Ore-type world, just a warning though, its crazy. We also provide a Mystcraft Addon for our mod that enables metal set symbols, allowing you to set them to spawn in a world.
To note: If you plan on running Metallurgy with another mod that adds ores of the same name, we highly, HIGHLY recommend you disable their spawns and leave the M2 ones the only one for balance purposes and gameplay purposes.
===================================================Servers===================================================Sk8's Public Server
209.236.122.133:25565
-No griefing, cheating, or spawn camping.
[url="http://www.minecraftforum.net/topic/1540327-142survivalpauls-experimental-tech-serverbuildcraftic2forestryrailcraftmystcraftfactorization"]Paul's Experimental Tech Server[/url]
===================================================Donation===================================================[url="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=Shadowclaimer2%40gmail%2ecom&amp;lc=US&amp;item_name=Metallurgy%20Software%EF%BF%BDcy_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"][/url]Please consider taking a moment to donate to the mod, me and Keith are just normal guys that do this in our spare time. We've spent literally thousands of hours an ad revenue really doesn't pay what you guys probably think it does (it pays for our morning coffee/mountain dew). We'd really appreciate it if you'd even drop a single dollar into the mod's fund.
Thanks for your time.
===================================================Rights of Use===================================================Metallurgy's art and code assets may be our creations, but being the user you're granted plenty of rights towards the mod.
If you're a developer and seeking access to the source code for M2 to create new submods or addons for it, please feel free to drop me or RebelKeith a PM (either on the forums or on IRC) and we'll get back to you.
You may
-Make Videos
-Take Screenshots
-Discuss Metallurgy by name wherever
-Host servers and advertise it as running Metallurgy
-Create Texturepacks for Metallurgy
-Put Metallurgy in Modpacks as long as you link back to this thread and give proper credit.
You may not
-Use Metallurgy's art for other, non-Metallurgy, things. (usage for Metallurgy-related activities like banners is fine!)
-Repost Metallurgy under an Adfly link that is not ours.
-
235
Forkk13 posted a message on MultiMC 5 [Windows / Linux / Mac]MultiMC 5Posted in: Minecraft Tools
MultiMC is a free, open source launcher for Minecraft, managed by @Forkk13, @peterixxx, and @drayshak. It allows you to have multiple, separate instances of Minecraft (each with their own mods, texture packs, saves, etc) and helps you manage them and their associated options with a simple interface.
If you'd like to link to MultiMC somewhere, please post a link to multimc.org, rather than this forum post. Thanks.
More information, download links, and screenshots for MultiMC can be found at multimc.org. Please go there for more info. -
340
FenixDowned posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)UPDATE 01/16/2014Posted in: Suggestions
Snapshot 14w3b introduces the ability to texture both arms and legs! It also gives every other body part an extra 3D layer similar to the hat layer in the original skin! Awesome! These new extra layers are covered up by Armor, just like the hat area. The new skin file uses a 64x64 layout with the old skin at the top and the optional overlays in the bottom half. Old 64x32 skins are still supported without modification.
However... this addition will not apply to similarly shaped mobs (zombies, zombie pigmen, etc) and it doesn't work on armor. Whether these things will change in the future is anyone's guess.
As happy as I am for the player improvements, I can't help but wonder if my suggested layout could still benefit the mobs and armors. If nothing else, it would still allow for asymmetrical mob skins and armor while staying within the small 64x32 file size. But then they would have a major discrepancy between formats...
I still like the idea of applying my format to the new skin layout - the bottom half of the 64x64 texture could contain the overlay regions. The only difference then is that the head and hat area on the bottom half would not be used. Perhaps those areas could then be left empty for modders and any other small additions that Mojang made add in the future....
What follows is the original post, while I decide if I should further modify it to try and push for the other mobs/armors to have asymmetrical textures. Either way, this is a huge victory!
Acknowledgement from Dinnerbone himself!
Quote from DinnerboneWe've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.
Basically saying "maybe" in the future. The important part is that Mojang is aware of the suggestion and was moved enough to respond to the topic!
I am forever amazed with how much detail minecrafters have been able to squeeze out of the extremely limited space provided by the game's textures. Skins especially are quite a challenge due to being confined to a 64x32 pixel size. And yet there are many, many examples of beautiful and amazing skins out there that make the most of this limited space. And yet, it could be possible to grant everyone a little more... to be blunt, the current skin texture for the player character has a lot of unused and wasted space. For those counting, there are 480 unused pixels in the texture (out of a total of 2048).
With a little juggling, we could free up enough space to have independently textured left and right arms and legs! This is without changing the image size, it's still all contained within the same 64x32 png file. Of course, the player model would need to be updated to use this new mapping. Here is an enlarged view:
Pros:
+ independently textured arms and legs+ maintains the original 64x32 size = no additional skin server load/stress
+ keeps all sections grouped together in a fairly intuitive way.
+ sub sections follow a mapping very similar to the original (with only some parts slightly shifted)+ can also be applied to all armors
+ can also be applied to other humanoid mobs: zombie, pigmen, zombie_pigmen
+ can also be applied to skeletons - with slight modifications for the thinner arms/legs
Cons:
- one-time conversion needed for all texture packs for affected mobs and armors
- mods that make use of current skin's blank area may not be able to use the new format
- skin creation tools/viewers would need to update for the new format (difficult for discontinued tools)
- makes all current skins and skin repositories outdated (this is a big problem - see below)
Problem: Compatibility with Legacy Skins
There are hundreds of thousands of skins floating out there on the net. It is not reasonable to expect all of them to be updated or converted. Remember when they flipped the direction of the bottom-head/hat texture areas on the skins? There are still countless skins out there that haven't been fixed. This is a major change so it can't simply be done and let all the current content out there suddenly break. There will be backlash. On top of that, more recently the Minecraft Launcher has been augmented to allow easy access to older versions of the game - versions which absolutely expect the player skin to be using the old format. Finally, there is no reliable way to program the game to detect the different kind of skin formats based only on areas of the skin file that appear to be used. This is because the skins often have extra content in the "unused" areas. This content could be in the form of an author's name/logo, bleed off from the main image, or pixels used by specific mods on the skin.
Bottom line, we need to have a simple way for the game to know how to differentiate between the old and new player skin formats so both may be used at the same time by different players. Note that this problem only affects player skins. Mobs and armors are always controlled by the local texture pack, so there is no need to support the old format for those assets.
Below are several possible solutions to supporting the legacy skins. These are only suggestions, as I do not have intimate knowledge of how Minecraft and the skin system works under the covers. What I propose here may be incorrect or not applicable to the system, but I hope it might at least give Mojang ideas on how to implement this request.
Solution A: Increase new skin file to be 64x64
Increase the "new" player skin size to be 64x64 pixels. Place my new format in the top half and leave the rest blank. Let the old skins stay as using the 64x32 size. There are several reasons for this approach.
When the game client downloads the player skins, it can easily tell the difference in size. A 64x32 skin would use the traditional mapping we see today. Nothing changes and all the current skins out there are still ok to use. A 64x64 texture would signal the game to switch over to using the new format for that player. Since the game knows which player is using which skin, it can easily keep track of which format to use for who, and allow both types to co-exist at the same time.
The extra space in the bottom half of the "new" skin can be used for future player character enhancements by Mojang, in case they decide to add more. As an example... if we ever get custom capes, perhaps the texture could be saved to the player skin and use the extra space here.
The extra space in the bottom half of the "new" skin can also be used by mods! Any mods that had additions to the player model could use these areas. And there would be a lot more space now!
One major drawback to this approach is that the larger image file size could adversely affect the skin servers that Mojang use.
Solution B: stay 64x32 but use embedded metadata
If it proves undesirable to alter the skin file dimensions, another possible solution could be to have all new skins require metadata content added to them. Then, similar to solution A, the game would examine each skin file it downloads and search for the appropriate metadata flag. If it finds none, use the old formatting style on that skin's owning player. If it finds the appropriate metadata flag, use the new format for that player.
One problem with this approach is that png files don't have a standard way of encoding metadata. So I imagine Mojang would need to create a small utility to "stamp" skins with the metadata flag they would expect to use. This would require some extra care for making new skins on the part of the community. But on the up side, this could pave the way for an easy versioning system for additional future skin formats.
Another drawback would be the reduction in free space that some mods may have come to depend on. In this case, I believe the only solution would simply to have those mods not use the new style. They would have to require their users to say using the old skin format. So they wouldn't get the extra arm and leg, but the mods wouldn't break either. A fair trade off I think.
tldr Summary:
I propose a new skin layout for the humanoid mobs, player, and armor which would grant space for both arms and legs to be textured independently. It would be ideal to support both this new format and the old one at the same time for player skins - so as to not break all the current skins out there. There are two (possibly more) ways I can think of doing this:
A. up the player skin size to 64x64 (grants more space for mods and/or future Mojang enhancements) B. embed metadata into the new style skins (keeps the original 64x32 size for efficiency)
Support banner get![url=http://www.minecraftforum.net/topic/677984-r][img]http://i.imgur.com/Iuxwe.png[/img][/url]
Changelog
v.5 - overhauled the main post. Scrapped conversion suggestion from v.3 and added new suggestion of metadata for differentiating old vs new formats.
v.4 - 12w32a changes things! large rewrite of the suggestion. I originally thought all humanoid mobs + armor had to use the same format. This is no longer true. So using 64x64 player skins is possible without needing 64x64 versions for all other armors/mobs.
v.3 - added ideas on converting old formats to new - so current skin repositories wouldn't be rendered obsolete.
v.2 - updated mapping (as seen at top of page).
v.1 - initial proposal. Used a flawed mapping below: -
2
Alvoria posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
If it can be done I haven't figured it out, unfortunately. Believe me, I've been trying. Mostly I'd like it to just be able to detect if an item has multiple enchantments or not. It would clean up a fairly large inconsistency in how my pack works quite elegantly.Quote from ZeroLevels
I know it's been asked at least once, but i dunno if it was ever answered. Is there a way to provide a texture based on more than one enchantment? As in, the current system of checking for enchantments is simply enchantmentIDs=17 21, which effects things with the enchantments smite OR fortune. I'm looking for a way to effect a texture that has smite AND fortune.
Can this currently be done? Or would it have to be a new feature?
Please consider this me seconding the request. -
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dereksmith posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]Posted in: Resource PacksQuote from ZeroLevels
Dunno. I really think there should be a github for the pack though (minus the sounds, maybe). It'd be a lot easier to manage the pack if there were branches (per MC version with minor/major differences in setup). That way, anyone wanting to contribute some textures could fork the project and add it to the correct folder. If the project overseers (the people most trusted as contributors) think the texture fitting for the pack, they could accept the pull request. This would make it also very easy to credit the contributors, as there'd be a commit by each person contributing. Last, but probably most importantly, it'd be a lot easier to determine those who remain active for the pack.
A download page could be created and maintained on the github by said overseers and can release new versions of the pack without having to go through one person who may or may not be active at the time of release of necessary changes.
Github is mainly used for code, yeah, but it'd be an excellent means of managing this kind of project as well.
Got it. I'll start a Github up asap. -
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XanderGryphon posted a message on List of Mods for 1.8.9Posted in: Minecraft ModsQuote from CharmanderGBA
I've quitted Minecraft for about 3 months, and i want to get back because 1.7.2 update but now i guess i just stay quitted?what's ur opinion?
My opinion is that there's plenty of mods out there that can offer pretty much the same thing as 1.7.2 offers. Biome mods add new biomes and trees, there's mods that have stained glass. Most everyone is looking forward to playing on 1.7.2 as soon as possible, but Minecraft just underwent some massive changes that require the Forge team to do a lot of code rewriting on their part to get things working.
A lot of work goes into getting Forge ready for new Minecraft versions, and a lot of work goes into getting mods updated to new versions as well. Especially in this case, where practically every mod is going to have to undergo at least a partial rewrite in order to update.
It isn't something that just happens overnight. It takes a lot of time and effort, and that's on top of all of the developers (Forge team or otherwise) actual lives, which obviously come first in nearly all cases.
Best thing to do right now is to just be patient and understanding, and if you really want to play Minecraft with mods, use 1.6.4 or an earlier version. Like I said before, there's not really much in 1.7.2 that can't be achieved through other mods that already exist for 1.6.4.
Of course, there's always the option of playing 1.7.2 without mods. -
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XanderGryphon posted a message on List of Mods for 1.8.9Posted in: Minecraft Mods
Quote from XanderGryphon
1.7.2 might be out for Minecraft, but Forge won't be updated to 1.7.x for a couple months. We likely won't be seeing many mods for 1.7.2 until the new year.
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If not those things, then likely just something to spice it up bit. Perhaps go for a new resource pack, or try to learn a new strategy for acquiring/achieving something in particular. Look around for some new mods, or even have a video up of something entertaining that you don't need to pay 100% attention to to help ease the tedium of a certain monotonous task.
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The modding community is in a extreme state of flux at the moment. I expect things will calm down during 1.8, but it's not "Russian Roulette". It's a calculated risk when mods are updated to the latest/newer versions of Forge. On the one hand, you're getting the latest and greatest, often containing many bug fixes within Forge itself. On the other hand, not every author has the time and/or drive to make sure their mod is working properly in latest versions. Then there are some mod authors who don't particularly care what other mod authors are doing, or whether they've updated their own mods because it has nothing to do with the author/mod in question.
Forge is there to offer a platform for mods to play nicely together. Forge updates. Most Forge updates are backwards compatible with many previous versions of Forge, but sometimes things need to be re-written or fixed. The people who make mods using Forge are not all on a team or a set schedule or coordinate when they'll update. Using many mods together is a user-end risk. How you prefer to play is fine, but expecting every mod to always work together isn't.
Perhaps the other mods you're using have versions available for the Forge version needed by Thaumcraft? If not, then you'll simply have to wait. If you're too impatient to wait, then nobody's making you. Again, though, things are currently hectic with Minecraft having been almost completely re-written. Patience.
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Not quite yet, no. Most mods are developed with an API of sorts these days, and the largest one currently available for MC that most people wait for is Forge. Furthermore, Forge heavily relies on MCP mappings, which is still on the way.
It may not actually be too far off, at least for early alphas or betas. Have a look here, as well as the newer tweets by Lex to keep up to date with that. My apologies if you already knew this though.
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For servers, I'm unsure if it's required that you use Linux, or if you plan for the Asus to be an alternative, or if they are indeed one and the same. I may have missed something in your posts on that matter. Any and all information I can provide on the creation of servers revolve around Windows and private servers. Creating private servers is a fairly straight-forward matter, even with the usage of mods in most cases.
On the subject of mods:
To start with, on the subject of mods (to get it out of the way), I would recommend that, if you're still having great deals of fun and adventures with unmodded Minecraft, that you hold off on modifying your game. It is extremely common to get too used to having certain mods, thus spoiling anything less. If you insist on expanding your experience, I would first suggest trying out such things as new resource packs, survival maps, and minigame servers. All of which can easily be done without modifying your game. For details on any of those in particular, feel free to send me a private message, or to specify here. Consult the spoiler below for other various bits of information regarding mods if you're sure you wish to continue with it. Any of which, I'll also be free to explain in further detail.
For the moment, mods are not officially supported by Mojang, and are currently made to work and created purely by fans of the game. This is due to change in the not-so-distant future, however, as Mojang is currently in the progress of rewriting most of the game's code as cleanup and optimization to make way for an official Modding API. For now, the most popularly used API is known as "Minecraft Forge", or simply Forge for short, and is currently officially recognized by Curse (the people who host these forums and many other game-related websites), and by several of Mojang's employees. All this in mind, most mods do not share consistency with each other as each are developed by different minds and goals, so mixing and matching can end up not being the most stable experience.
Be wary of any ads on the internet in general, not just the ads that surround download links for mods as they often do. Most download links are sent through things such as adf.ly, which monetize links by making you travel past ads for 5 seconds before directing you to the actual destination. A skip button in the upper-right appears after the 5 seconds pass. These websites are usually good at keeping malicious ads out, but it's always good to be precocious by having some sort of antivirus or popup blocker, and never opening files that you did not expect to download. Particularly .exe files. Almost all downloads you want for Minecraft will end in either a .zip or .jar file format.
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EDIT: Oh, are you talking about the GUI? I didn't see it. I'll look for that. If I find it, I'll add it. If it's on the list of incomplete, it's either because it's not finished or because I have not seen it. I am only maintaining the download page and adding the content as it's handed to me, I don't create any of the textures. So if they're to be added, they need to be brought to my attention.
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Hmm. While I can't know if it was intended or not, I would say that you're correct considering that the poisoned potato (which can't be cooked) is in a dust form, so i imagine that the cooked iodine should indeed be the one in pill form, as the pills are the "processed" version. Yes, I'll switch them sometime tonight™ and fix up the downloads to reflect such changes.
EDIT: Four days later, it's done. Man, I'm so distracted. Sorry about that!
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Aside from that, I've added most of the new textures Froman has thrown our way, and I'll begin gathering the newer ones for snapshots soon.
Froman, I see you've asked for a list of incomplete textures. You'll find most of them here. This is also where the downloads are. Next, your stained glass textures are likely better for the lore than the ones on the download page listed above. I'll fix that up soon enough. Lastly, do you think you could send me all your finished Mod Support textures so that I may add proper downloads to the pages?
dereksmith, if you see this post, please update the download links to the main page of the github.io, rather than directly to the 1.6 version. The link I am referring to is the same link which I shared with Froman about. This one.
Nobody "lied". They simply linked to the 1.6 version instead of the main page, which shows both versions. Said main page can be found here.
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Details:
The ability to give a texture based on more than one enchantment. As in, a sword with both smite and unbreaking would have its own texture versus having only one of those enchantments. An and operator for detecting multiple enchantments at a time instead of the current functionality of detecting one or the other. This would be awesome for what I have in mind for my pack.
Examples of idea:
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MCPatcher itself doesn't, no. And Kahr himself doesn't either in most cases. He gets along quite well without it. However, there's only so much insight you can gather on any particular aspect of a game through obfuscated code. I don't think this would be the first time Kahr's waited on MCP to shed light on certain bits of code to have a better look at things. The rendering issues regarding water and such are one of those things, I believe. While it's not impossible to do this stuff, it's much easier when the code's not obfuscated.
Though, I have no idea if this is even one of those cases. He might simply have missed the last two times it'd been suggested is all.