LiteLoader is a lightweight mod bootstrap designed to provide very basic loader functionality for mods which don't need to modify game mechanics. It is designed to run alongside Minecraft Forge and Forge Mod Loader (FML) and LiteLoader mods will virtually never conflict with Forge mods.
- Simple, easy-to-use client modding API, perfect for client-side mods like Mini Maps, Chat Tools, and other HUD mods.
- Bytecode-based event injection system which provides super-efficient event handling, and can be easily extended by mods as necessary
- Compatibile with Minecraft Forge and FML thanks to dynamic injection
- Built-in mod version validation which allows LiteLoader to identify and load only valid mods - no more crashes caused by accidentally loading out-of-date mods
- Easy to install and compatible with all launchers supporting the Mojang Tweak System (launchwrapper)
- Extensible "LiteAPI" core allows more complex APIs such as BlazeLoader to be built on top of LiteLoader
- Sleek in-game user interface provides mod management, mod configuration panels, error reporting and in-game log viewer:
Installing LiteLoader is pretty straightforward and if you're familiar with the process, visit the download page to grab the latest installer for your version of Minecraft. If you're new to LiteLoader follow the instructions below
ShadersMod supports installation stand-alone, and also alongside Minecraft Forge but can easily be installed alongside LiteLoader even when Minecraft Forge is not in use. If you are creating an installation including Forge simply follow the instructions and download the Forge Edition and put it in your mods directory. If you do not have Forge then download the Non-Forge Edition and put it in your .minecraft/mods/<version> folder where <version> is the version of Minecraft you're using, eg. for 1.8 it would be .minecraft/mods/1.8
Official downloads are available from the download page:
Development builds are available from the Jenkins build server:
Current development builds are available for Minecraft 1.9, Minecraft 1.8.9 and Minecraft 1.8 and are not supported in any way, shape or form. Use development builds at your own risk as they are likely to be unstable and may contain critical bugs which can corrupt your world cause crashes. You have been warned!
Looking for mods for LiteLoader? Then look no further than the LiteLoader Mods List.
If you are a mod developer and would like to have your mod added to the list, or have the existing entry amended then simply post below or drop me a PM here on the forums.
LiteLoader is aimed squarely at mods which only change the client in some way; some good examples might be a mini-map, a mod which overhauls the in-game chat or a client-side macro system. This type of mod doesn't generally need the awesome power of something like Minecraft Forge to function, so asking players to install an API that's several times larger than the mod itself doesn't make sense. It must however coexist peacefully alongside Forge (so that players can use both platforms if they want to!) and LiteLoader does this.
LiteLoader was primarily developed for use by The VoxelModPack Team but is source available to allow mod developers to make their own mods using the platform.
As a modder, if you're looking for a loader to help you add a new block, item, mob or mechanic into the game, then LiteLoader isn't for you and you should check out Minecraft Forge. If you want to make a mod that displays something on the screen like a heads-up FPS counter, provides an in-game IRC window, or anything else that doesn't alter game mechanics then LiteLoader is probably perfect for you!
- What is this for and why do I need it? Like other loaders and API's, LiteLoader doesn't do much on its own. If you want to run a LiteLoader mod then you need LiteLoader, if you don't then you don't need it! In general, the mods which use LiteLoader will link to this thread as a place to download the loader and provide support.
- Can I load Forge or ModLoader mods with this? No, LiteLoader is a standalone API used by some client-only mods, however you can run it at the same time as Forge or FML and it won't conflict, so if you want to use Forge mods and Lite mods, then that's fine!
- The game won't load when I specify multiple tweaks, what gives? Try changing the order of the tweaks, sometimes the load order is important since the first tweak is the "primary" one. Try putting liteloader's tweaker first for example.
- I have a mac, and after installing the 1.5.2 version of LiteLoader I have no sounds at all! This isn't LiteLoader's fault, there is a problem with the mac archiver that causes it to overwrite the "com" folder inside you minecraft jar with the LiteLoader one instead of merging it. Unfortunately the "com" folder contains the sound codecs for the game!
- I installed a mod into my "mods" folder but it's not detected by LiteLoader. First, check that the mod is for the correct version of Minecraft. LiteLoader includes a version-checking system designed to prevent out-of-date mods from loading and crashing your client. If the versions mismatch then LiteLoader will not load the mod. For example if you have a mod for Minecraft 1.5.1 do not expect it to work on Minecraft 1.5.2!
- Can I redistribute LiteLoader in my mod pack? Yes, see the Permissions section below.
- Can I make a custom version of LiteLoader and redistribute it? In general, no. The reason for this is that LiteLoader is an API (albeit a small one), and having multiple incompatible versions of an API in the wild is confusing for users and makes tracking bugs and issues very difficult. We do however work with mod developers who would like custom extensions to LiteLoader or would like to integrate the loader itself into their mod. Please note that LiteLoader's source code is protected by copyright and you may not redistribute the source without permission.
- Where can I find information about making LiteLoader mods? See the section Developing LiteLoader Mods below.
- Where can I find the source code? develop.liteloader.com can be used to access the LiteLoader GitLab site.
- When will the next version be out? Asking for updates is against the Minecraft Forum rules, if you're waiting for an update just be patient. One of LiteLoader's goals is to keep its footprint small to make updating easy, so in general the update speeds are very fast.
- Can I run LiteLoader and Forge at the same time? Yes, they are designed to coexist, you can install both without any problems.
- Won't running two loaders cause some kind of performance impact? To cut a long story short, no. The loader is a tiny portion of the general footprint of the game and any mods you might install that use those loaders. Any impact on performance as a result of using multiple loaders is entirely lost in the general overhead of running the game itself.
- Where can I report bugs? If you have a question or a problem that you are not sure if it's a bug, then ask right here in this thread. Alternatively if you find a bug in LiteLoader itself you can submit a new issue on the LiteLoader GitLab.
- Can I request new features? Yes, but bear in mind that LiteLoader's core remit is to stay as light-weight as possible. This means I will generally only add functionality to the loader if it makes sense for it to be there. LiteLoader will never support adding blocks and items to the game so don't ask.
- I accidentally my entire Minecraft. Is this bad? Probably. If in doubt add more cowbell.
To work around this, either manually merge the new "com" folder into the existing one in the minecraft jar, or use the Mac LiteLoader Patcher made by chattahippie, which automates the installation.
Secondly, ensure that the file extension is .litemod. Some browsers detect that the files are .zip files and rename them to .zip when you download. LiteLoader requires the files to have the .litemod extension in order to recognise them as mods.
- 2014-10-27 - LiteLoader 1.7.10_04 - changes:
- Increase verbosity of some startup messages to help with troubleshooting startup issues
- Fix a problem with the mod dependency check which caused a crash
- Update to launchwrapper 1.11 and ASM 5.0.3 to support Java 8
- Write a warning when a file ending .litemod.zip is encountered
- Added liteloaderjarassassin and force-update system to allow user to forcibly delete jar when an update is available
- More verbose logging and option to disable the JInput enumerator, should allow bypass on systems with faulty input device drivers
- Switch all event handlers to the new FastIterable HandlerList, uses bytecode generation for super fast event handling
- Fix the previously-unimplemented RenderWorld
- Deprecate some interfaces ready for 1.8 transition
- Added intra-mod MessageBus system for mod-to-mod signalling
- Changed all liteloader events over to the new event subsystem, deprecating the old
- Lots of code clean up ready for 1.8
- 2014-08-10 - LiteLoader 1.7.10_03 - new installer to support new launcher, minor bug fixes, post to liteloader.com for error logs
- 2014-07-06 - LiteLoader 1.7.10_02 - harden EventProxy generation, add realms JSON update thread
- 2014-07-06 - LiteLoader 1.7.10_01 - reverted ASM dependency to 4.1 to avoid conflicts
- 2014-07-02 - LiteLoader 1.7.10 - changes:
- Better init injection system to avoid being broken by Forge mods which prematurely initialise the renderer
- Added startup progress bar to the "Mojang" screen
- EventInjectionTransformer provides support for scalable, powerful event injection without having to write complex transformers
- The new LiteAPI makes LiteLoader's core completely extensible! This is to provide support for the BlazeLoader API
- Separated loader core into common, client and server to provide future support for server-side APIs like BlazeLoader API
- Improvements to the configuration GUI
- Added new listener interfaces FrameBufferListener and ViewportListener
- Added new convenience methods to ModUtilities
- Minor bug fixes to CallbackInjectionTransformer
- Additional minor bug fixes
- 2014-02-15 - LiteLoader 1.7.2_04 - Lots of changes:
- Full support for all features of the Mojang Tweak System in litemods - this means litemods can provide their own tweaker, and one or more class transformers
- Support for loading jars containing tweakclasses in their metadata - this means that this version of liteloader and future versions can load Optifine, and also Forge
- Support for being loaded as a tweakclass jar, eg. loaded by FML by just extracting the jar and dropping it in "mods"
- Support for enabling and disabling mods in-game (still requires restart to apply but I made a nice pretty interface for viewing loaded mods and toggling their enabled state)
- Better handling of external tweakers, loaded tweaks now show up in the mods list
- Mod transformers will always be added last, this ensures that if FML is in use that the mod transformers end up downstream of the FML deobfuscation transformer
- Skip adding transformers for disabled mods, prevents crashes when a disabled mod would get its tranformer added anyway
- Internal refactoring to support more flexibility and extensibility in the future
- LiteLoader version and loaded mods count is now shown in the main menu tab tooltip
- Fixed support for being loaded by FML by extracting the jar into the "mods" folder
- Loader events now injected using ASM instead of hooking on the profiler stack, this is much more efficient
- Added update checker to the liteloader "about" panel
- Added ingame log viewer for diagnosing mod startup errors, press F3 in the "about" panel
- Added new transformer base classes for mod makers to use
- Added new interfaces for the "server" (single player IntegratedServer) so mods can hook more easily into single player and LAN play
- Refactored and improved mod discovery and disablement, disabling a mod now really disables it
- Allow multiple descriptions in a single litemod.json file (for litemods containing more than one mod)
- Switch all logging to log4j
- Added a scroll bar for the mod "description" panel to allow longer descriptions in small resolutions
- Fixed faulty logic in packet transformer check which would incorrectly sieve valid transformers
- Added dependency check to mod metadata to allow specifying intra-mod dependencies
- Allow Exposables to specify their own file name and gson deserialiser by implementing AdvancedExposable
- Migrated macros JInputLib into LiteLoader, allow mods to access JInput controllers easily
- Installer can now chain to Optifine as well, and also supports selecting amongst valid forge/fml/optifine versions
- 2013-09-27 - LiteLoader 1.6.4_01 - Fix for SoundSystem startup issue (again, derp)
- 2013-09-27 - LiteLoader 1.6.4_00 - Updated for 1.6.4 and LaunchWrapper 1.8
- 2013-07-31 - LiteLoader 1.6.2_04 - Fixed issue with mod key bindings not saving properly
- 2013-07-31 - LiteLoader 1.6.2_03 - Updated installer to support chaining to FML
- 2013-07-25 - LiteLoader 1.6.2_02 - Fix for SoundSystem issue
- 2013-07-17 - LiteLoader 1.6.2_01 - Re-added crash log hook, installer now auto-detects forge version
- 2013-07-16 - LiteLoader 1.6.2_00 - Initial release for 1.6.2
You are free to redistribute unmodified LiteLoader binaries in any mod pack or compilation, including on third-party distribution platforms such as Feed The Beast provided that the distribution remains free, eg. no ad.fly links or similar.
You are free to use the source code to research LiteLoader internals but you may not redistribute modified versions of the loader. You may not redistribute the source code in any form without written permission.
I would also request that you do not redistribute development builds, these are subject to change often and support is not provided, redistributing them is strongly discouraged.
Developing mods for LiteLoader is based around usage of the Minecraft Coder Pack so you should be familiar with MCP before you start.
Some (very brief and incomplete) documentation is available on the LiteLoader Docs page and I will be adding to this over time. I also recommend taking a look at my tutorial video showing how to get up and running with MCP, LiteLoader and Eclipse (if you can tolerate my voice for that long!) which covers everything from start to finish. Currently pending an update since the switch to gradle, watch this space.
If you get stuck feel free to ask questions here in the thread, I always try to help when I can. Or you can find me on IRC espernet #liteloader and #sponge.
Feel free to ask any questions or any other comments you have here in the thread, we will do our best to answer them!
In the meantime, happy Minecrafting
20
WorldStateCheckpoints
(forked with permission from Checkpoints Backup Mod by MightyPork)
WorldStateCheckpoints gives you a way to take snapshots of your SP worlds! MightyPork indicated that he most likely won't be continuing to support his awesome mod, so I got his permission to update it.
This mod requires Minecraft Forge as well as bspkrsCore (below).
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.
Have a crash you don't understand? Check here first:
Crashes for bspkrs' mods on OpenEye.OpenMods.info
Highly Recommended:
There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!
Download OpenEye here
News:
16-Feb-2015 - A new release of bspkrsCore will be out shortly that will resolve the crashes that happen when loading a checkpoint in WorldStateCheckpoints. The main menu rendering gimmick in bspkrsCore is NOT compatible with WSC, apparently, and the new version of bspkrsCore will disable the gimmick when WSC is installed. I apologize for the lack of support... when MCF stopped sending the content of posts in the notifications emails, I sorta stopped paying attention to the threads.
18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?
30-Jun-2014 - Updated for 1.7.10!
13-Apr-2013 - A new version of bspkrsCore is out (6.1), but it didn't work with WorldStateCheckpoints 1.7.2.r01, so here's 1.7.2r02!
19-Jan-2014 - 1.7.2 update is out! Let me know of any issues you find!
17-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r04 is out and adds some new localizations.
08-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r03 is now released! This is the first version for Forge, so let me know if you find any issues.
Also: I need your help! I'm looking for more localizations for non-English languages: https://github.com/b...eckpoints/lang. Any help is much appreciated!
03-Oct-2013 - 1.6.4.r02 is out and changes the keybindings slightly so that there is only one now. F6 opens the checkpoints menu and ALT + F6 triggers a quick save.
20-Sep-2013 - 1.6.4.r01 is released!
21-Jul-2013 - 1.6.2.r03 is released! This build fixes some confusing chat messages and adds the wsc command for saving and loading. Type /wsc for usage.
18-Jul-2013 - 1.6.2.r02 is out to address the issue of potentially messing up your world by loading a checkpoint while a checkpoint is still being saved.
10-Jul-2013 - 1.6.2 update is out!
5-Jul-2013 - 1.6.1 update is released!
3-May-2013 - 1.5.2 release is available.
9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.
8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.
7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.
23-Mar-2013 - The 1.5.1 update is released!
15-Mar-2013 - The 1.5 update is live on the download site! Change log will follow tomorrow (I'm tired).
10-Mar-2013 - WorldStateCheckpoints 1.4.6.r03 is out! This release brings better checkpoint saving performance on big worlds (hooray for threading!), a fix for the "leaking worlds" error reported by Forge, and a few other small tweaks. This release required changes to bspkrsCore as well, so be sure to update that too.
23-Feb-2013 - I was just notified that I've exceeded my DropBox bandwidth limit, so the download links have been updated.
20-Feb-2013 - bspkrsCore is now a required dependency (see download link below). I have also added in an option to limit the number of auto-saves that will be maintained per world. Once the limit is reached the oldest auto-save will be removed as new ones are added.
15-Jan-2013 - 1.4.6 version works with MC 1.4.7.
23-Dec-2012 - Updated for 1.4.6!
21-Nov-2012 - Updated for 1.4.5!
16-Nov-2012 - Fixed the null pointer exception when joining a multiplayer server. New releases are out for 1.3.2, 1.4.2, and 1.4.4.
15-Nov-2012 - Fixed a defect in the overwrite checkpoint GUI class that was pointed out to me. Cut new releases for 1.3.2, 1.4.2, and 1.4.4.
14-Nov-2012 - Just uploaded a 1.3.2 retro-release in case anyone is still on 1.3.2 and wanting to use this (doubtful).
13-Nov-2012 - WorldStateCheckpoints 1.4.2.r03 is out! This is a major release that adds auto-saving functionality.
Also released version 1.4.4.r01 for the official MC 1.4.4 release tomorrow!
03-Nov-2012 - Added screenshots and a mod review video by ProveIt_.
02-Nov-2012 - First release as WorldStateCheckpoints! Thanks MightyPork for releasing the code under a non-restrictive license! You rock!
bspkrsCore:
ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
Change Log
If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in mod_bspkrsCore.bsprops.cfg.
Features:
- Access the checkpoints menu by pressing F6 (this can be changed on the regular controls screen)
- Save checkpoints (snapshots) of your world.
- Auto-save mode with GUI and configurable auto-save time increments.
- Press F7 (now ALT + F6 in 1.6.4.r02) (configurable) to quick-save a checkpoint.
- Go back in time - if you die, load checkpoint.
- Commands for saving and loading checkpoints for use in adventure maps. Type /wsc for details.
- Number of checkpoints only limited by harddisk space.
- You can overwrite existing checkpoints.
- You can easily delete checkpoints.
- When you delete world, all it's checkpoints are deleted automatically.
- Complete world is stored, including all dimensions and inventory.
- Automatic version checking - never miss an update.
Best way to contact me:
I can usually be found in the IRC channel #risucraft on irc.esper.net. If you can't find me in the user list but still want to leave me a message, type (without the quotes) ".tell bspkrs " and I will get the message the next time I am on.
Screenshots:
Videos:
Thanks DonkeyPanic!
Thanks Aschoff! (German language)
Downloads:
Forge releases: Latest (Mirror) (1.7.10.r02) All Releases (Mirror)
ModLoader releases:
Change Log
Installation:
1.6.4.r03 and above:
Requires Minecraft Forge and bspkrsCore. Do not extract. Drop the downloaded .zip file into the mods folder in your .minecraft folder.
1.6.4.r02 and below:
Requires Risugami's ModLoader or equivalent (such as Forge or FML) and bspkrsCore. Do not extract. Drop the downloaded zip file into the mods folder in your .minecraft folder.
Notable differences from MightyPork's original mod
- no base class edits (that means the in-game menu is unchanged, and no extra buttons on the game-over screen, but should make it compatible with just about every mod)
- requires ModLoader or equivalent
- open the WorldStateCheckpoints menu using F6 by default (configurable from the controls screen... hard to see due to ModLoader bug where it shows up under the Done button)
- fixed issue when loading a checkpoint where newer chunks wouldn't be removed
Known Issues
- every once in a while in my testing I noticed if a lot of changes are made and then you load a checkpoint real quick right afterwards, sometimes the changes are not reverted. I think this is because the chunks are still saving, but if you load the checkpoint again it will almost always fix it.
- if your actual world name (not the checkpoint name) has special characters in it (specifically "!", but maybe others), it can cause issues when saving/loading/deleting checkpoints.
- try not to end your checkpoint names with a period. I will add code to disallow this in the next release, but for now just avoid using periods at the end of a checkpoint name.
- when you load a world and auto-save is turned on for that world, sometimes you'll see a few errors in your console. This is the auto-save failing, most likely because it tries to force save the chunks and runs into a concurrent modification issue. You can always just manually do a quick-save if that happens.
Where are snapshots saved?
.minecraft/saves/Your World/checkpoints/YYYY-MM-DD_HH-MM-SS!Checkpoint name
They don't use any special format, so if your world folder gets corrupted (or world folder deleted), you can place your backed up snapshots into "saves" folder in minecraft and use them as normal world.
Thanks:
- MightyPork (for making an awesome mod and letting me continue it) Give him some love!
Reuse/Modpacks
This mod is released under the Creative Commons Share Alike non-commercial License. It is allowed to be used in mod packs as long as credit is given to MightyPork and myself and the URL of this forum thread is provided. No adf.ly links. Do not post this mod on other sites.
417
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.
Have a crash you don't understand? Check here first:
Crashes for bspkrs' mods on OpenEye.OpenMods.info
Highly Recommended:
There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!
Download OpenEye here
News:
06-Mar-2014 - 1.8 updates are out for all HUD mods! They are downloadable from my website... I will upload them to CurseForge after PAX.
18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?
11-Nov-2014 - New releases are out for all mods including bspkrsCore. These releases remove all references to my Dropbox public links, which (due to recent changes to the rules governing public links) are suspended.
30-June-2014 - 1.7.10 releases are out! The only known issue is that the main menu mob rendering stuff isn't showing player skins right. I'm not sure if I can fix it, but we'll see.
25-Apr-2014 - New releases are out for bspkrsCore and ArmorStatusHUD! bspkrsCore got more tweaks to the config GUI system to make it more stable, and ArmorStatusHUD got a new feature related to the in-game config GUI system.
22-Apr-2014 - bspkrsCore 6.6 is out! This release fixes a SERIOUS bug in the code to get random mobs that would prevent certain entities from being able to spawn in your world! It is HIGHLY RECOMMENDED that you update if you are using bspkrsCore 6.4 or 6.5! This release also adds more config GUI functionality.
I also released new versions of the HUD mods today that fixes flickering when the player list is shown in MP.
21-Apr-2014 - bspkrsCore 6.5 is out to bring more stability to the Main Menu gimmick code with regard to crashes.
18-Apr-2014 - New releases are out for all mods including bspkrsCore. There are now tooltips for the config settings to give a little more info than just a name. Hover your mouse over the config setting name to see the tooltips.
15-Apr-2014 - ArmorStatusHUDv1.22 and bspkrsCorev6.3 are out! ArmorStatusHUD got a little refinement with the item overlay and item damage options and bspkrsCore got a fix for the config GUI scroll bar not working once you've clicked an option.
13-Apr-2014 - I just spent about a week writing decent code for in-game config GUIs, and now all three HUD mods are using it! New releases are out for ArmorStatusHUD, DirectionHUD, and StatusEffectHUD. NOTE: You need to update bspkrsCore as well! That's where most of the new code is!Minecraft will crash if you only update the HUD mod and not bspkrsCore!
24-Jan-2014 - New releases are out for all three HUD mods. These releases fix a problem with the mod versioning and introduce a hook for enabling/disabling the HUDs. A future release of bspkrsCore will use these hooks to provide a keybinding for toggling them.
20-Jan-2014 - There is an FML defect that causes mods that depend on another mod to not load properly. Remove mcmod.info from the jar file as a temporary workaround.
19-Jan-2014 - 1.7.2 updates are out! Let me know of any issues you find!
21-Oct-2013 - ArmorStatusHUDv1.15, DirectionHUDv1.16 and StatusEffectHUDv1.19 are out to resolve the issue with not being able to use negative values in the x/y offset config settings. There is also a new config option damageThresholdType in ArmorStatusHUD that allows you to use damage values in the damageColorList instead of just percents.
Update: bspkrsCorev4.2 is out and brings improvements to the ModVersionChecker class to prevent nagging when new versions come out (you'll only get a chat notification once when a new version is released).
17-Oct-2013 - ArmorStatusHUDv1.14, DirectionHUDv1.15 and StatusEffectHUDv1.18 are out as Forge mods. If you don't know what that means, don't worry about it!
05-Oct-2013 - StatusEffectHUDv1.17 is out and addresses a potential crash.
30-Sep-2013 - I back-ported StatusEffectHUDv1.16 to 1.6.2.
29-Sep-2013 - StatusEffectHUDv1.16 is out. This release tweaks the blink code so that being around a beacon won't drive you nuts.
26-Sep-2013 - Please consider helping out a great cause and get some cool perks for it! http://www.extra-lif...icipantID=45410
It's for the kids!
StatusEffectHUDv1.15 is out for 1.6.4 (I will backport this to 1.6.2 and 1.5.2 if I have time later)! This release adds a new feature: the icon and timer start blinking when a potion effect is almost gone! There are two new config options for controlling the behavior; check out the config file for details.
23-Sep-2013 - ArmorStatusHUDv1.13 is out for 1.6.4, 1.6.2, and even 1.5.2. This update tweaks the item damage code to (hopefully) fix issues with items from mods like Tinker's Construct.
Edit: Something went horribly wrong when I was editing this post last... I'm working on fixing it, but it's slow going. I literally have to redo ALL the links and ALL the images. Believe it or not, what you see here now is a lot better than how it looked for most of the night...
20-Sep-2013 - 1.6.4 updates are out!
17-Jul-2013 - New releases of ArmorStatusHUD and StatusEffectHUD are now out. ArmorStatusHUD will now show the correct item display name if it has been renamed, and StatusEffectHUD got a fix for the background covering up the text if it's enabled in the config.
Note: all mods have been tested with and work with ModLoader.
10-Jul-2013 - Everything is updated for 1.6.2! New releases are out to resolve the crashes when using ModLoader.
5-Jul-2013 - Everything is updated for 1.6.1 except for DirectionHUD (texture issues).
3-May-2013 - 1.5.2 releases are out for bspkrsCore, ArmorStatusHUD, DirectionHUD, and StatusEffectHUD.
25-Apr-2013 - New release for DirectionHUD is out to fix the texture issue (derp).
24-Apr-2013 - New releases are out for all three mods to fix potential issues caused by other mods that do not clean up their texture bindings after rendering. This update also changes the config handler, so the config files have a new name (mod_.bsprop.cfg).
12-Apr-2013 - I am apparently having The Worst LuckTM this week with hosting providers. All links are updated and should be working now... I will add a permanent mirror for all links later today.
9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.
8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.
7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.
23-Mar-2013 - 1.5.1 updates are released!Update - I have re-ordered the list of files for bspkrsCore to avoid further confusion. Also, one of the reasons this release took longer than usual to get out is because I was busy making automated build scripts for all these mods so that anyone can pull the Github repos and run Ant to build the mod zips/jars. Since I was using a new build process, I couldn't release the mods without fully testing them (believe me, you'd all be very upset if I hadn't). I'll provide instructions on how to run the build scripts soon (it's really very easy, and requires no coding knowledge as long as the code is up-to-date).
15-Mar-2013 - 1.5 updates are live on the download site! Change logs will follow tomorrow (I'm tired).
10-Mar-2013 - bspkrsCorev1.02 is out to fix a defect in shared code. Details are in the changelog.23-Feb-2013 - I've just been notified that my DropBox links are generating too much traffic and are disabled.
I'm looking into another way to provide downloads. I've been able to work out another way to host the files. Links are working again.20-Feb-2013 - New releases are out to support bspkrsCore (shared mod classes).
24-Jan-2013 - New releases are out for compatibility with other HUD mods due to a vanilla bug.
15-Jan-2013 - 1.4.6 releases work with 1.4.7.23-Dec-2012 - 1.4.6 updates are out. Let me know of any issues.
21-Nov-2012 - 1.4.5 releases are out for all mods!
13-Nov-2012 - Releases for MC 1.4.4 are now available for all mods.
05-Nov-2012 - Be sure to check out WorldStateCheckpoints, my fork of MightyPork's Checkpoints Backup Mod. It allows you to make save points in your SP worlds! An essential tool for any Minecrafter!
01-Nov-2012 - ArmorStatusHUDv1.4, DirectionHUDv1.8, and StatusEffectHUDv1.7 are out to address compatibility with Forge/FML. I also reorganized all my downloads, so let me know what you think of the new system.
29-Oct-2012 - DirectionHUDv1.7 is out. This release adds two new config options: imageFileName and compassIndex. There are now 4 compass styles to choose from by default using compassIndex, and you can edit the png to add your own if you want (details below).
26-Oct-2012 - ArmorStatusHUDv1.3, DirectionHUDv1.6, and StatusEffectHUDv1.6 are out for 1.4.2! These were compiled using Forge, so I may have to do another release when Risugami releases ModLoader for 1.4.2 if there are any changes that break the mods. Let me know if you see anything strange with the mods.
08-Oct-2012 - I've added just about all the code for all the mods I work on to github. Feel free to see how all this stuff works underneath.
06-Oct-2012 - Retrofits! I've taken the latest versions of ArmorStatusHUD, DirectionHUD, and StatusEffectHUD and magically produced ArmorStatusHUD v1.2(1.2.5), DirectionHUD v1.52(1.2.5), and StatusEffectHUD v1.52(1.2.5). This is the first time ArmorStatusHUD as been released for 1.2.5, so dig in!
05-Oct-2012 - I completely forgot to mention that ArmorStatusHUD v1.2 also fixes the durability values... they were off by 1 before.
04-Oct-2012 - ArmorStatusHUD v1.2 brings a few cool new features. The damageWarningPercent option has been replaced with damageColorList which provides a way to configure the damage percent thresholds and the associated text colors. The current equipped item setting now allows blocks and other non-damageable items to be shown. When a block is selected the item overlay will show the total quantity of that block in your inventory. When a bow is selected the overlay will show the number of arrows you have.
Update @4:40PM EDT: There was a mistake in this release of ArmorStatusHUD that would cause the item icons to disappear when resizing the game window with top or right alignments. This issue is now fixed in the current download, so if you are affected by that issue please download it again. Before the next release I will be reading up on GL11 Java code...DirectionHUD v1.52 and StatusEffectHUD v1.52 are released to maintain compatibility with this release of ArmorStatusHUD.
19-Sep-2012 - Apparently a fix I put in my mod version checker class to handle not being connected to the internet was full of failure, so I've updated all the downloads that use it with a truly fixed version of the class. I decided not to bump the version numbers for a fix to the version checking code because I didn't want to totally spam everyone over something small like that. Nevertheless, if you like to play without an internet connection be sure to download the latest version (again, if you already have) to avoid game crashing fun.
18-Sep-2012 - I'm not sure how I did this, but somehow I deleted a class file when I was putting together the latest version downloads. The issue should now be resolved... sorry for the issues.
17-Sep-2012 - DirectionHUD v1.51 and StatusEffectHUD v1.51 have been released to maintain compatibility with the latest version of FloatingRuins (they share several class files).
13-Sep-2012 - ArmorStatusHUD v1.1, DirectionHUD v1.5, and StatusEffectHUD v1.5 are out! Major changes include proper item icon rendering for mod items in ArmorStatusHUD, all mods now have x and y offset config settings, DirectionHUD and StatusEffectHUD have better controls over text colors, ArmorStatusHUD has more/better options for the damage display, and all mods have been refactored using consolidated code for easier future updates. DirectionHUD also has a fix for a small yOffset defect that I missed when I put out the last version, and the StatusEffectHUD default settings are slightly different now.I recommend deleting your existing config files to try out the new config options.
10-Sep-2012 - I decided to make a TreeCapitator t-shirt design for the Threadless loves Minecraft challenge. Head on over and give me a critique!
08-Sep-2012 - I have some new features in the works for StatusEffectHUD and ArmorStatusHUD such as more control over text colors, additional alignment controls, proper handling of bottomcenter (to avoid the vanilla HUD), a way to define your own damage color ranges, and the ability to display items in a horizontal line instead of the vertical column. I hope to have them finished by early next week, so stay tuned!06-
Sep-2012 - DirectionHUDv1.41 is now live. Fixes the silly alignment issues with anything that isn't topcenter. Also adds a few other options around x and y offsets and the color of the center marker.Similar features will be coming soon to StatusEffectHUD and ArmorStatusHUD.
29-Aug-2012 - I would like to be able to post my mods on PlanetMinecraft to gain more exposure, but in order to do that I need to "level up" my user (you need to be level 2 or higher to post mods). You can help me get there by commenting on and downloading my submissions!
28-Aug-2012 - If you are using Forge and have an issue with a mod not loading properly, delete the mcmod.info file from the zip file or just download the mod again. It's the first time I tried including it and I wasn't clear on the format. Should be fixed now.
Consolidated all my original mods here. First release of ArmorStatusHUD v1.0 and small updates for StatusEffectHUD v1.4 and DirectionHUD v1.4. Version checking can now be disabled in config (for those times that I screw up the version files and don't notice :S).
19-Aug-2012 - Updated StatusEffectHUD for 1.3.2.
05-Aug-2012 - Updated StatusEffectHUD for 1.3.1. Also added version checking.Status
29-Mar-2012 (the "YO DAWG..." update):To those seeing errors, please download again. I totally made a n00b mistake, but it's fixed now.
That's what happens when you don't run your mod code outside your dev environment before publishing it.
Ways to contact me:
IRC: I can usually be found in the #risucraft and #treecapitator channels on irc.esper.net.
Twitter: https://twitter.com/bspkrs
Player.me: https://player.me/bspkrs
DISCLAIMER:
NO WARRANTY IS GIVEN, EXPRESS OR OTHERWISE. USE AT YOUR OWN RISK.
In other words, I am not responsible if this mod causes your game to crash, your save to get deleted, or your cat to run away.
Videos:
Thanks CaptainSours!
Q: How do i move the HUD to another corner (or change any other settings)?
A: For ArmorStatusHUD, use the command /armorstatus config.
For DirectionHUD, use the command /directionhud config.
For StatusEffectHUD, use the command /statuseffect config.
bspkrsCore:
ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
Change Log
If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in bspkrsCore.cfg.
ArmorStatusHUD
Features:
- NEW: use the command /armorstatus config to open the in-game config GUI!
- shows equipped armor and held items and their remaining durability
- configurable tiers of damage with associated colors: damage text changes color as items are used
- see how many arrows are left for your bow
- configurable alignment/orientation on your screen
- x and y offset config options
- can display exact damage values or the durability percent remaining
- option to show/hide text damage values
- option to show/hide max damage (shown below)
- option to show/hide item names
- option to show/hide standard inventory item overlay (damage bar)
- version update checking (can be turned off)
Planned:
-
option for horizontal layoutDone!- shorthand enchantment display
- blinking icon/text when damage drops below a certain threshold
- support for IC2 items' charge levels
Downloads:
Latest (Mirror) All Releases (Mirror)
Change Log
Thanks:- ShaRose (for helping me with the item rendering)
DirectionHUD
DirectionHUD displays your magnetic compass heading at the top of your screen.
Features:
- NEW: use the command /directionhud config to open the in-game config GUI!
- just a simple compass display
- configurable alignment on your screen
- x and y offset options
- multiple styles to choose from
- add your own style to the default png or make a custom png file
- version update checking (never miss an update)
Planned:
- option to allow custom compass images Done!
- convert mod to Forge format
Helpful tutorial and spotlight by DonkeyPanic:
Setting up custom compass styles:
By default 4 compass styles are provided (up to 10 will fit in the image file):
The indices start at 0 (the top compass is index 0). In the default image file the second and fourth styles are clear with white lettering (hard to see above). If you want to edit the PNG file (/gui/compass.png) to add your own styles, just copy one of the existing styles, paste it below the others, and edit it as you see fit. Each stye is 24 pixels tall (2 rows X 12 pixels) and 192 pixels wide. Currently the size of the compass HUD is locked to 65x12 (meaning that you will only see 65x12 on your in-game screen), but I plan to add configurable sizing in the future.
Downloads:
Latest (Mirror) All Releases (Mirror)
Change Log
Thanks:- DaftPVF (for letting me work on his mods)
StatusEffectHUD
StatusEffectHUD displays your currently active potions/effects without having to open your inventory! Sweet!
Features:
- NEW: use the command /statuseffect config to open the in-game config GUI!
- shows active potions/effects without having your inventory open
- keeps look and feel of existing inventory effects display
- configurable alignment on your screen
- x and y offset config options
- option to show/hide effect names
- option to show/hide background box
- version update checking (can be turned off)
Planned:
- option to enable dynamic box size
- option for horizontal layout
Downloads:
Latest (Mirror) All Releases (Mirror)
Change Log
Thanks:- PuddingHuxtable (this was pretty much his idea)
Install (all mods):
Requires Forge.
Do not extract.
Drop the downloaded zip/jar file into the mods folder in your .minecraft folder.
Make sure you have also downloaded bspkrsCore, a REQUIRED DEPENDENCY for all my mods.
Thanks to oSPARKSo for this helpful installation video!
Reuse / Mod Packs:
These mods are released under the Creative Commons Share Alike non-commercial License. They are allowed to be used in mod packs as long as I receive credit and the URL of this forum thread is provided. No adf.ly links. Do not post these mods on other sites.
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DaftPVF went on hiatus in February 2012. He gave me permission to continue his work, so I'll keep things up to date.
READ THIS ENTIRE POST BEFORE ASKING. Yes, the entire thing.
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.
Have a crash you don't understand? Check here first:
Crashes for bspkrs' mods on OpenEye.OpenMods.info
Highly Recommended:
There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!
Download OpenEye here
News
06-Mar-2015 - 1.8 updates are out for FloatingRuins, CrystalWing, and StartingInventory. Treecapitator will be coming soon with config and performance improvements. StartingInventory can now save/load armor slots as well as specific inventory slots using a new config file format. Old StartingInventory configs will still work as well.
1.8 versions are downloadable from my website... I will add them to CurseForge after PAX.
18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?
11-Nov-2014 - New releases are out for all mods including bspkrsCore. These releases remove all references to my Dropbox public links as they are suspended due to recent changes in the rules governing public links.
StartingInventory also got a bug fix that fixes the ability to add written books to your config file. Servers can now give a fully written book to new players!
30-Jun-2014 - 1.7.10 releases are out for all mods except Treecapitator (the 1.7.2 jar file works on 1.7.10). The only known issue is that the main menu mob rendering in bspkrsCore is not showing player skins. I'm not sure I can fix it, but we'll see.
FloatingRuins 1.7.2.r06 is out to fix the negative random number crash.
24-May-2014 - Treecapitator 2.0.2 is now available and resolves the server crash due to a GUI class reference.
23-May-2014 - New releases are out for all mods including bspkrsCore! The latest release of bspkrsCore is required for all the new releases.
The most notable release is Treecapitator 2.0! This release of Treecapitator adds a few awesome new features: auto tree detection and auto axe detection! That's right! No mucking around with the config file is needed to get trees and axes from other mods to work (provided the other mods are coded correctly). When you use an axe to try and chop a log of any kind Treecapitator will try to determine if the item you're using is an axe and whether the block you're breaking is a log (and also is part of a tree). If those conditions are met the axe will be registered as such, the tree will be registered as such, and all of that will be automagically added to your local config file! Neato!
As always, please report any issues you find with the new releases here.
Update: Treecapitator 2.0.1 fixes the crash when breaking a log with no item selected :3
25-Apr-2014 - New releases are out for bspkrsCore, FloatingRuins, and Treecapitator! bspkrsCore got more config GUI tweaks to make it more stable, FloatingRuins got a bit of optimization to lower the number of block update notifications being sent to the client, and Treecapitator got 1) config GUI stuff (not finished, but you can change settings in-game at least), 2) break speed code fixes :3, and 3) several new config options around item drops!
22-Apr-2014 - bspkrsCore 6.6 is out! This release fixes a SERIOUS bug in the code to get random mobs that would prevent certain entities from being able to spawn in your world! It is HIGHLY RECOMMENDED that you update if you are using bspkrsCore 6.4 or 6.5! This release also adds more config GUI functionality.
21-Apr-2014 - bspkrsCore 6.5 is out to bring more stability to the Main Menu gimmick code with regard to crashes.
18-Apr-2014 - New releases are out for CrystalWing and FloatingRuins. These releases add config screens that are accessible from the Mods screen on the main menu. From the mods screen scroll to the entries for CrystalWing and FloatingRuins. Select one and click the Config button. You will be able to change any of the settings for these mods. Hover over the config setting names to get more info.
14-Apr-2014 - StartingInventory 1.7.2.r02 is now available! This release adds the ability to save/load items that require NBT data such as items from Tinker's Construct and many other advanced mods!
13-Apr-2014 - There is a new version of bspkrsCore out that supports the creation of in-game config GUIs. I have updated my HUD mods to support this, and will do the same for these mods soon. There were also a bunch of other changes, so let me know if you see any weird crashes with these mods and the new bspkrsCore.
28-Jan-2014 - FloatingRuins 1.7.2.r02 is now available. This release fixes the new shape code to generate the same shapes as before, and also fixes igloos having full snow blocks on their floors instead of the snow layer blocks.
20-Jan-2014 - Couple of things regarding the 1.7.2 releases:
1. There is an FML defect that causes mods that depend on other mods to not work. Delete mcmod.info from the .jar file using 7zip or a similar program as a temporary workaround.
2. Treecapitator WILL NOT WORK with your old config file. Block IDs do not exist in the same sense that they did in previous versions of Minecraft, so the config file is very different. Delete Treecapitator.cfg if it was generated under a previous version of Minecraft.
19-Jan-2014 - 1.7.2 updates are out for Treecapitator, CrystalWing, and StartingInventory. A working version of FloatingRuins is available, but I'm still tweaking some recently added code. As I mentioned in a previous news item I am no longer developing IngameInfo; I'm sure that Lunatrius will have his release out soon enough. BlockBreaker is most likely going to be dropped as there is a better implementation called Vein Miner by portablejim.
19-Dec-2013 - Treecapitator 1.6.4.r09 is now available. This release fixes NPEs when using MultiMine and also adds automatic MultiMine compatibility. Also, I am aware that the latest releases of BlockBreaker and FloatingRuins are not working with bspkrsCorev5.1.
Update: I have released FloatingRuins 1.6.4.r02, BlockBreaker 1.6.4.r03, and bspkrsCorev5.2. FloatingRuins got a lot of bug fixes and improvements (see change.log), BlockBreaker is switched over to the new Forge BreakEvent, and bspkrsCore has a new command /bs that shows the version check info for my mods.
18-Dec-2013 - Treecapitator 1.6.4.r08 is out to fix the crashes that people have been seeing (I just removed the new code instead of fixing it for now). I also fixed the bspkrsCore issue causing update notifications to spam incessantly during the one game session that they show. Be sure to grab bspkrsCorev5.1.
17-Dec-2013 - Treecapitator 1.6.4.r07 is out. This release adds a new config option treeHeightModifier to allow customization of the treeHeightDecidesBreakSpeed handling. I have also switched to using the new BreakEvent in Forge, so Treecapitator is no longer a coremod!
11-Dec-2013 - Lunatrius is taking over development of IngameInfo for me (his version is waaaay better anyway). He has graciously agreed to support both his proper XML format as well as the texty XMLish format that DaftPVF and I used. There are a few small differences in his text format handling vs mine, but it's for the better. Thusly, 1.6.4 will be the last MC version that I will release IngameInfo for. The existing downloads will still be available.
05-Nov-2013 - StartingInventory Forge 1.6.4.r03 is now available. This release fixes a bug with how the config file gets generated and hopefully resolves some reported timeout issues when players join a server with it installed.
27-Oct-2013 - TreeCapitator 1.6.4.r06 is out and fixes the issues with certain trees not working.
25-Oct-2013 - TreeCapitator 1.6.4.r05 is out. This release adds a new per-tree config setting that allows you to use the older top log logic if the new logic is failing to identify a tree that worked in previous versions. Add useAdvancedTopLogLogic=false to config tree sections that you're having trouble with (this will only fix the issue if the tree was working in a previous version of the mod and stopped working in 1.6.4.r04).
24-Oct-2013 - TreeCapitator 1.6.4.r04 is out (and tested). This release fixes an "exploit" that allows you to bypass the break speed settings on 2x2 jungle trees. The exact same code coincidentally also means Treecapitator is ready to take on the new tree structures in 1.7 whenever Forge is finally ready.
23-Oct-2013 - I've backported the new CrystalWing and StartingInventory Forge releases to 1.6.2 (use the All Releases download link) and released bspkrsCorev4.3 for 1.6.4 and 1.6.2 (fixes a potential mod ordering issue). If you plan to use the new CrystalWing or StartingInventory Forge releases for 1.6.2, be sure to update your 1.6.2 version of bspkrsCore to v4.3 as well!
21-Oct-2013 - bspkrsCorev4.2 is out and brings improvements to the ModVersionChecker class to prevent nagging when new versions come out (you'll only get a chat notification once when a new version is released).
18-Oct-2013 - Treecapitator Forge 1.6.4.r03 is out as a development build to help test an experimental Forge block break event! This release requires a specific build of Forge that can be downloaded here. The dev build WILL crash your game if you do not use the special build of Forge! Get the Treecapitator dev build here!
17-Oct-2013 - StartingInventory Forge 1.6.4.r02 is released! Aside from being the first Forge native release of StartingInventory, this release adds SMP compatibility and a new command /startinginv [save/load] to allow you to save your current inventory to the config file for easy setup of the items you want to receive upon starting a new world! Details on the /startinginv command can be found below in the More Info spoiler section for StartingInventory.
16-Oct-2013 - CrystalWing Forge 1.6.4.r04 is released to add a short cooldown that prevents double item use and new localizations. Have at it!
08-Oct-2013 - CrystalWing Forge 1.6.4.r03 is out to fix the duplicate stat ID crash, add a bunch of localizations, and include items in potential chest loot!
04-Oct-2013 - CrystalWing Forge 1.6.4.r02 is out! This is the first release of CrystalWing for Forge to allow for use on servers! Let me know of any issues you find.
03-Oct-2013 - IngameInfo 1.6.4.r04 is out and adds a keybinding of ALT + I to toggle the info display. The "I" is configurable on the controls menu. This release also tweaks the /igi command to be more permissive since it's a client command and doesn't affect actual gameplay.
30-Sep-2013 - IngameInfo 1.6.4.r03 is out to fix the item damage tags not returning 0 when the item is null. I have also back-ported this fix to IngameInfo 1.6.2.r05.
26-Sep-2013 - Please consider helping out a great cause and get some cool perks for it! http://www.extra-lif...icipantID=45410
It's for the kids!
23-Sep-2013 - IngameInfo 1.6.4.r02 is out to (hopefully) fix issues with displaying mod item damage values. I've also back-ported this release to 1.6.2 and 1.5.2. The latest bspkrsCore is required (v3.05).
21-Sep-2013 - Just released fixes for BlockBreaker and Treecapitator. I was rushing to get the updates out and completely skipped the class transformer stuff...
20-Sep-2013 - 1.6.4 updates are out for all mods!
11-Sep-2013 - IngameInfo 1.6.2.r03 is out with two new tags: <itemquantity[id(,metadata)]> and . The new release required changes to bspkrsCore, so be sure to grab the latest release!
9-Sep-2013 - TreeCapitator 1.6.2.r05 is released with two new config options for overriding mod config settings: blockIDBlacklist and itemIDBlacklist. These settings allow you to easily override config settings defined by mods themselves via IMC that are not present in your config file. FloatingRuins 1.6.2.r03 is officially released with a fix for derpy charged creeper code and some other tweaks.
29-Aug-2013 - FloatingRuins 1.6.2.r03 is out with a fix for skeletons not having any weapons and with new code to allow wolves to be able to spawn in igloo dungeons.
24-Aug-2013 - TreeCapitator 1.6.2.r04 is out to fix a rare null pointer exception that was reported. BlockBreaker 1.6.2.r02 is also out and adds several new features: item damage, better mod block drops support, a new option to have items drop in place, a dirty fix that makes redstone work, and support for Forge 830+ (many thanks to stranger1029 for coding some of the new stuff).
19-Aug-2013 - TreeCapitator 1.6.2.r03 is out. This release resolves the crash issues with the latest Forge builds as well as a derp on my part that was messing up the break speed settings. This is also the first official release of the new Ore Dictionary scanning code to automatically register tree-related blocks that are not already configured.
7-Aug-2013 - TreeCapitator 1.6.2.r02 is out as a dev build. This release adds a new feature to scan the Forge Ore Dictionary for tree-related blocks that are not registered with TreeCapitator.
17-Jul-2013 - IngameInfo 1.6.2.r02 is out. This release adds several new tags around what the player is currently looking at, a command that covers various functions, and a fix for the various item tags when used with items that have been renamed.
15-Jul-2013 - CrystalWing 1.6.2.r03 is out and finally works correctly with ModLoader. FloatingRuings 1.6.2.r02 fixes some structure generation stuff with villages.
10-Jul-2013 - I've uploaded 1.6.2 releases for all mods. They are found in the Latest release folders. They are completely untested!
9-Jul-2013 - New releases are out for everything except CrystalWing. Notable fixes include proper block textures for TreeCapitator ML, better break speed handling in TreeCapitator Forge, and some shared code fixes that affect all mods. Recent TreeCapitator changes have also been retrofitted to 1.5.2.r014.
Change logs for all mods are now on GitHub in each mod's repo.
7-Jul-2013 - The duplicate mod issue is resolved in Forge build 775 for 1.6.1. All mods now go in the mods folder again (as of Forge build 763). I'm working on the texture issues with several mods.
5-Jul-2013 - Everything is updated for 1.6.1 except CrystalWing (texture issues).
28-Jun-2013 - TreeCapitator 1.5.2.r13 is now released! If you haven't been playing with the dev builds here's the gist of what you've been missing:
- Nearly complete rewrite.
- Forge config is completely redone (sounds like a lot of people understand it better).
- Some config elements can be set on a per-tree basis as well as global defaults (see new config).
- The FML IMC system is now utilized to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
- Enchantment mode is now available (yes, it is optional).
- The break speed of log blocks is determined by the height of the tree it belongs to. If you don't like it, set treeHeightDecidesBreakSpeed=false in your config.
- Lots of bug fixes for both existing code and new features.
bspkrsCore v2.09(1.5.2) is also out to hopefully fix the issue where some people have their config file revert every time they run the game.
15-Jun-2013 - TreeCapitator 1.5.2.r12 dev build is out. IIRC there are a few new mod configs, but the main change is to fix a null pointer exception when your axe breaks with enableEnchantmentMode=true.
10-Jun-2013 - TreeCapitator 1.5.2.r11 dev build is now available. NOTE: this release changes the default logic for calculating the log break speed. The break speed is now (by default) tied directly to the height of the tree. Small trees will see a small increase in the time to break the block. Large trees will have a large increase in the time to break the block. As an example, in my testing I made a 68 block tall tree. It took about 51 seconds to chop the log block to make the tree fall. The config setting to enable/disable this feature is called treeHeightDecidesBreakSpeed.
Update: I totally forgot to release a new bspkrsCore last night to support the new feature... that's fixed now. bspkrsCorev2.08 is out to support the TreeCapitator development build.
Notes about the TreeCapitator development build:
- The config file is completely redone... you should either delete or rename your existing config.
- The config file should be easier to figure out (I guess we'll see).
- If you spent a lot of time configuring trees in the old format, never fear! The new format isn't drastically different as far as the actual values you need to provide, it just lays out the values in a way that makes more sense, so converting your existing config to the new format isn't too hard (I have decided against "supporting" old config formats as it makes the mod code very messy and harder to maintain). I will provide more details on this.
- There are now config elements that can be set on a per-tree basis as well as global defaults (see new config).
- There are new config elements!
- The FML IMC system is now used to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
- Enchantment mode is now available (yes, it is optional).
- In-game adding of trees is not coded yet. It may not make this release.
NOTE: If you have played using a previous development build and want to get the new/updated default mod configs, you'll have to either delete your config file or remove the "tree_and_mod_configs" config section completely to get TreeCapitator to re-populate it!
05-Jun-2013 - TreeCapitator 1.5.2.r10 dev build is now available. This release fixes the BoP default config and a few other small things.
31-May-2013 - TreeCapitator 1.5.2.r09 dev build is now available. This release fixes the erroneous client chat message about the .jar file being in the wrong place.
30-May-2013 - TreeCapitator 1.5.2.r07 dev build is now available. Along with it is an official release of bspkrsCorev2.07 for 1.5.2. This build fixes the weird issue with Natura trees (actually had nothing to do with spaces in config names and everything to do with the number of trees) and beefs up the Forestry and Natura default configs. Have at it! I'm feeling pretty good about this build...
Update: TreeCapitator 1.5.2.r08 dev build is out to resolve the derped Twilight Forest default config as well as beef it up some with more trees. Also added Railcraft and Applied Energistics configs for axes since someone sent them to me.
28-May-2013 - TreeCapitator 1.5.2.r06 dev build is now available. This build adds a bunch of updated and new default configs (BoP, DivineRPG, EBXL, Forestry, IC2, MFReloaded, Mekanism, Natura, RP2, Tinkers Construct, Thaumcraft, and TwilightForest), adds comments explaining the config (I need feedback on this), and fixes up the config file ordering.
27-May-2013 - TreeCapitator 1.5.2.r05 dev build is now available to resolve the NPE issues people were having with IC2 rubber trees. Thanks for all the defect reports!
25-May-2013 - Thanks for using the TreeCapitator dev build and submitting your issues! Earlier I released 1.5.2.r03 to fix the config reverting, and I'm about to release 1.5.2.r04 to fix several more issues. Keep the reports coming in!
24-May-2013 - bspkrsCore v2.05(1.5.2), BlockBreaker 1.5.2.r02, and FloatingRuins 1.5.2.r02 are out! These releases are necessary due to changes in bspkrsCore for the upcoming TreeCapitator release which required a LOT of changes. Speaking of which, a preliminary development build of TreeCapitator 1.5.2.r02 is now available! Check out the Dev download link below.
10-May-2013 - Since it's taking me longer than I'd like to finish up my changes in TreeCapitator, I've gone ahead and recompiled the last 1.5.1 tag for 1.5.2. Downloads are live.
Update: bspkrsCore v2.04 is out to fix the server crash with the latest TreeCapitator.
3-May-2013 - 1.5.2 updates are out for bspkrsCore, BlockBreaker, CrystalWing, FloatingRuins, IngameInfo, and StartingInventory. TreeCapitator is in the middle of a major overhaul, but it won't be far behind.
24-Apr-2013 - IngameInfo 1.5.1.r02 is out to address an issue caused by mods that do not clean up their texture bindings. It also includes a new config file handler, but most people probably don't notice any difference
12-Apr-2013 - I am apparently having The Worst LuckTM this week with hosting providers. All links are updated and should be working now... I will add a permanent mirror for all links later today.
9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.
Update: bspkrsCorev2.02 is out for 1.5.1 and 1.4.7 to fix the crash when using it on a server.
8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.
7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.
23-Mar-2013 - 1.5.1 updates are released!
Update - I have re-ordered the list of files for bspkrsCore to avoid further confusion. Also, one of the reasons this release took longer than usual to get out is because I was busy making automated build scripts for all these mods so that anyone can pull the Github repos and run Ant to build the mod zips/jars. Since I was using a new build process, I couldn't release the mods without fully testing them (believe me, you'd all be very upset if I hadn't). I'll provide instructions on how to run the build scripts soon (it's really very easy, and requires no coding knowledge as long as the code is up-to-date).
15-Mar-2013 - 1.5 updates are live on the download site! In addition to updating to 1.5 I've also included a number of defect fixes. Details will follow tomorrow (I'm tired).
UPDATE: Looks like I goofed something in the TreeCapitator Forge release (same in BlockBreaker). I'll get it fixed and rerelease ASAP.
UPDATE 2: Ok, I've resolved the issues with TreeCapitator Forge and BlockBreaker. The fix required changes to bspkrsCore (which was fudged anyway) as well as the other 2 mods. You'll have to redownload bspkrsCore as well as TreeCapitator if you ran into this issue.
UPDATE 3: Fixed derp in BlockBreaker version info (was still reporting that the 1.4.7 version is available) and released CrystalWing 1.5.0.r02 to fix derp in burned wing. Phew!
10-Mar-2013 - bspkrsCorev1.02 is out to fix a defect in shared code. Details are in the changelog.
23-Feb-2013 - I've just been notified that my DropBox links are generating too much traffic and are disabled.
I'm looking into another way to provide downloads.I've been able to figure out another solution. Download links should work now.20-Feb-2013 - All mods now require bspkrsCore to be installed! This should resolve the issues people were seeing with methods being not found. NOTE: if you want to turn off the update checks for my mods, you will now set it in mod_bspkrsCore.cfg, not in the config file for the mods.
13-Feb-2013 - FloatingRuins ML/Forge 1.4.6.r05 is out to fix the infinite loop bug when entering dimensions where the void is exposed. Also fixes the dimensionIDBlacklist feature, which wasn't working properly.
05-Feb-2013 - Fixed the client-side chat messages for TreeCapitator and BlockBreaker and added some new features/options for FloatingRuins. Have at it.
31-Jan-2013 - Fixed a few issues and released BlockBreaker Forge 1.4.6.r02. Also pushed FloatingRuins ML/Forge 1.4.6.r03 and TreeCapitator ML/Forge 1.4.6.r05 to make them compatible with BlockBreaker. TreeCapitator ML is now all caught up to the Forge version as far as new config settings.
30-Jan-2013 - I've spent a few days rewriting most of ConnectedDestruction and am pleased to present the newly renamed BlockBreaker Forge 1.4.6.r01 for your chain reaction block breaking pleasure. It contains the basic functionality from the last available version of ConnectedDestruction. I will be rewriting the config for the next major version, but this should suffice for now. StartingInventory ML 1.4.6.r03 is also out and finally allows items to be added directly to the player's inventory again.
27-Jan-2013 - I just posted TreeCapitator Forge 1.4.6.r04 under dev downloads. Fixed a few default configs, added a few new default configs, and added ID Resolver support. Full change log to come.
24-Jan-2013 - IngameInfo 1.4.6.r02 is out with a minor compatibility fix due to a vanilla bug. TreeCapitator 1.4.6.r04 and FloatingRuins 1.4.6.r02 are expected to be out soon.
10-Jan-2013 - Status update: I have tested TreeCapitator Forge 1.4.6.r03 on Forge 6.6.0.497 for 1.4.7 and it appears to be working fine. At this time I am promoting 1.4.6.r03 from the dev builds folder to latest. I am working hard on 1.4.6.r04 to add default configs for several more mods and a solution for those that need to use ID Resolver for mods to play nice.
02-Jan-2013 - Happy New Year! Status update: been working on an update for TreeCapitator. I've entered the testing phase, so hopefully I can get it out soon.
Also, the 1.4.6 versions should work with 1.4.7. Let me know if you find otherwise.
23-Dec-2012 - 1.4.6 updates are out. Let me know of any issues.
Update: I have fixed the issue with TreeCapitator Forge 1.4.6.r01. Just download it again... I'm too tired of updates to bump the version again.
23-Dec-2012 - TreeCapitator Forge 1.4.5.r05 is out! This is a major update on top of the previous major update. I fixed several issues that shipped in 1.4.5.r04 and made the config more flexible, although slightly more complicated. Basically, now the mod will work without any config changes necessary for the following mods: ExtrabiomesXL, Forestry, IC2, Thaumcraft, Twilight Forest, and Zap Apples. You just have to tell TreeCapitator how to find the appropriate properties from other mods' config files. I will be adding more mods to the default list in the hopes that eventually just about all mods that add trees will just work without the need to edit the block config stuff.
If you don't like the new config, that's just too bad. I put a TON of work into the default config to make it work with a lot of big-name mods out of the box. Yes, it is more complicated than it used to be, but the complication comes with benefits: robust default config, ability to define trees however you want, option to use strict log/leaf block pairing, and a lot more examples. I've also included a debugging option that defaults to true for now to help both you and me figure out what went wrong.
19-Dec-2012 - It's finally ready to go: TreeCapitator Forge 1.4.5.r04 is out! This is a major update. The config file has been completely redone. Block metadata is fully supported. Several popular mods are configured by default (using default block IDs). SMP is less glitchy. Custom remote config lists are configurable. Basically, it's way better!
FloatingRuins Forge 1.4.5.r03 is also out! This release brings one new island shape and a lot of improvements to dungeons such as a hardness setting, spawners support more mobs, and a few other surprizes. Check it out with a fresh config!
12-Dec-2012 - I've been hard at work on new versions of TreeCapitator and FloatingRuins. Code is probably about 85% complete for TreeCapitator to add support for block metadata in the config, a proper SMP solution to prevent glitches if you play on a server without TC installed, and a number of other improvements. FloatingRuins users will see a number of major improvements: at least one new island shape (cone, maybe one other if I can make it look nice), support for additional mob spawner types (charged creepers, pig zombies, wither skeletons, witches, and maybe a few surprises), and a new "harderDungeons" option that will make dungeons harder to conquer (bedrock roof, chest is better protected, harder mobs to fight).
NOTE: These new features are mostly coded, but not released yet. I just thought I'd give a status update. I hope to release them soon.
30-Nov-2012 - TreeCapitator Forge 1.4.5.r03 is out to address the issue with block hardness settings not being applied correctly.
23-Nov-2012 - TreeCapitator Forge 1.4.5.r02 and FloatingRuins Forge 1.4.5.r02 are out to resolve the server-side crashes.
Update: I have retrofitted the latest changes into TreeCapitator Forge 1.3.2.r09 and TreeCapitator Forge 1.4.2.r04. TreeCapitator Forge 1.4.5.r02 should work for 1.4.4 as well. Remember to remove any TreeCapitator related zip files from your .minecraft/mods folder and put the new .jar file in the coremods folder.
21-Nov-2012 - 1.4.5 releases are out for TreeCapitator ML, FloatingRuins ML/Forge, IngameInfo, StartingInventory, and CrystalWing.
TreeCapitator Forge 1.4.5.r01 is a bit more than just an update to MC 1.4.5... it's an upgrade in the form of a Forge CoreMod. With this update you will now be able to define a list of any block IDs you want to be able to TreeCapitate (checkout the logIDList setting in your config). This does not require a special axe and it is not specific to some subset of blocks. You can now enter any log block ID and any tool item ID into your config and all combinations of the two will work. You can even enter non log blocks, although it will still try to figure out if it's a tree or not... (hmm... idea). The day has arrived!
20-Nov-2012 - StartingInventory 1.4.4.r02 is out to fix the silly mistake in handling the config file that would cause it to overwrite your custom config every time... *derp*
18-Nov-2012 - TreeCapitator EBXL Addon 1.4.4.r01 is out! Should fix the issue with trees grown from saplings having their leaves start to decay right away.
Update: there was a mistake in the mcmod.info file for the EBXL Addon for TreeCapitator that is fixed now. If you are seeing a classNotFound error when you try to run it, you can either remove "[1.4.4]" from the beginning of the filename or redownload the mod to get the fix.
14-Nov-2012 - I completely forgot to mention that the config files for IngameInfo and StartingInventory have been moved from /mods/daftpvf/ to /config//.
13-Nov-2012 - Releases for MC 1.4.4 are out for TreeCapitator, FloatingRuins, IngameInfo, StartingInventory, and CrystalWing.
05-Nov-2012 - Be sure to check out WorldStateCheckpoints, my fork of MightyPork's Checkpoints Backup Mod. It allows you to make save points in your SP worlds! An essential tool for any Minecrafter!
03-Nov-2012 - Many people have been reporting that the EBXL addon is crashing MC. It turns out if the mods are loaded by Forge in the wrong order it can cause this issue. I have released TreeCapitator Addon EBXL 1.4.2.r02 to address this. It now properly identifies itself as being dependent on EBXL and TreeCapitator and so should be loaded after they are both loaded.
02-Nov-2012 - TreeCapitator ML/FML 1.4.2.r03, IngameInfo 1.4.2.r02, FloatingRuins ML 1.4.2.r01a, and CrystalWing 1.4.2.r02 are out to address some tick registration issues with Forge when using the ModLoader version mods. TreeCapitator 1.4.2.r03 also includes a fix for the shears not taking damage in Forge due to a change they make in the ItemShears class.
I've also reorganized all of my downloads. Let me know what you think!
29-Oct-2012 - TreeCapitator ML/FML 1.4.2.r02, TreeCapitator ExtraBiomesXL Addon 1.4.2.r01, FloatingRuins ML 1.4.2.r01, CrystalWing 1.4.2.r01, and StartingInventory 1.4.2.r01 are out! TreeCapitator 1.4.2.r02 has a fix for the issue of crashing the game if your shears break while chopping trees, and I was able to fix the CrystalWing sounds.
I've also decided to discontinue support for SlimeBoots and SlimeChestplate (if that wasn't already obvious). If anyone wants the source code for those mods, let me know.
26-Oct-2012 - TreeCapitator FML 1.4.2.r01, FloatingRuins FML 1.4.2.r01, and IngameInfo 1.4.2.r01 are out! TreeCapitator 1.4.2.r01 is functionally the same as 1.3.2.r08. FloatingRuins 1.4.2.r01 contains new code to handle moving chests when they are picked up in an island. IngameInfo 1.4.2.r01 contains some code refactoring and small fixes. Since IngameInfo was compiled using Forge, I may need to put out another release when Risugami releases ModLoader if there are any mod breaking changes. I haven't added any new content from 1.4.2 into the mods (for instance, new mobs for the ruins spawners), but I will make sure it's in the next release. Let me know if you notice anything weird with these releases.
25-Oct-2012 - I have MCP and Forge all setup for 1.4.2, so I should have some mods released for 1.4.2 later tonight or tomorrow.
16-Oct-2012 - TreeCapitator Addon EBXL 1.3.2.r02 is out to fix the blank item names for the logs.
15-Oct-2012 - TreeCapitator 1.3.2.r08 is a minor update to the TreeBlockBreaker class (the pseudo-API). However, TreeCapitator Addon IC2 1.3.2.r01 and TreeCapitator Addon EBXL 1.3.2.r01 are brand spanking new! They mostly work as expected, although I did see some weird issues with the EBXL addon where leaf blocks from other trees would start to decay after chopping down one tree... so you might want to try them out in a test world before deciding that you are comfortable using them in a world you are heavily invested in. Always take a backup!
I will be releasing TreeCapitator addon mods to support other mod's trees on a mod-by-mod basis. You can request support for a mod's trees by entering an enhancement request. Be sure to search existing issues first to see if it's already been requested. If it hasn't, please provide the name of the mod and include a link to the mod's website, MCF thread, or github repo.
13-Oct-2012 - I've just finished putting together TreeCapitator 1.3.2.r07. This release is heavily refactored to make addons for other mods much easier. I also changed the way axes receive damage (had to remove the damageMultiplier) so that IC2 items should work properly now. In the process I found and fixed a number of bugs related to creative mode and the block hardness setting.
08-Oct-2012 - I've added just about all the code for all the mods I work on to github. Feel free to see how all this stuff works underneath.
06-Oct-2012 - Retrofits! I've taken the latest 1.3.2 versions of FloatingRuins, IngameInfo, and TreeCapitator and magically turned out FloatingRuins 1.2.5.r01, IngameInfo 1.2.5.r01, and TreeCapitator 1.2.5.r01! The 1.2.5 download links can be found below the current downloads section.
05-Oct-2012 - TreeCapitator 1.3.2.r06 is a minor defect release to prevent a ring of leaves being left behind in the rare case of chopping a bush-style tree that is only 1 wood block surrounded by leaves. Thanks to RyanFialcowitz for helping me track it down. Last version bump for TreeCapitator for at least a week, I promise
04-Oct-2012 - Lots of updates and fixes in IngameInfo 1.3.2.r01! Notable changes: new tags for , (time until rain), <snowing[ ]="">, , and a bunch for text formatting, added format parameters for <mctime[]> and <rltime[]>, fixed <raining[ ]="">, fixed a major issue with all middle alignments, added new config options for x and y screen offsets, and refactored a lot of the code.
New releases are out for TreeCapitator 1.3.2.r05 (ML/FML) and FloatingRuins 1.3.2.r03 (ML/FML) to maintain compatibility with IngameInfo.
02-Oct-2012 - StartingInventory 1.3.2.r01 is out! This release removes the shoddy workaround of using server commands to give the player items. Instead now the mod will either place a chest and populate it or hijack the bonus chest and repopulate that. If you set useBonusChest=true in your config, keep in mind that you must also set the bonus chest option to ON when creating a new world.
01-Oct-2012 - Well, after 3 release attempts there were still several small issues that should now be resolved. TreeCapitator 1.3.2.r04 addresses the issue of a ring of leaf blocks remaining when chopping down smaller trees and item damage not being applied correctly when needItem = false. Sorry for the rapid re-release... it's hard to find all the issues when you are both developer and QA.
30-Sep-2012 - Ok, third release attempt (kept finding issues). TreeCapitator 1.3.2.r03 adds options for allowing item damage per log/leaf block, a switch for reversing the action for chopping when sneaking, and a setting for the maximum distance to destroy logs. More details on the new options are in the TreeCapitator section below. I recommend reading up on the default settings to avoid surprises with the new features.
NOTE: the new config setting allowItemDamage is enabled by default and allowMoreBlocksThanDamage is disabled by default. This means that if you use a wooden axe to chop a jungle tree, the tree isn't going to be chopped completely with the default settings. This is intentional to provide a default config that is not completely overpowered.
28-Sep-2012 - It's been a busy week... just completed the underlying code for Item Damage in TreeCapitator along with some other compatibility features. Should get it out by
later tonight or tomorrow(looks like it will be Sunday).19-Sep-2012 - FloatingRuins 1.3.2.r02 is out. This release addresses some subtle ruins generation issues, adds in the blockIDBlacklist for FML, and adds code to handle the spawner properly if an island happens to be generated on top of a vanilla dungeon. I recommend trying it out with rarity set to 44 on one of the following test seeds: 5460896710218081688, 1470679938 (large biomes map type, island with vanilla spawner inside it at 188, 360 if your baseRadius and radiusVariation settings are set to 8).
19-Sep-2012 - Apparently a fix I put in my mod version checker class to handle not being connected to the internet was full of failure, so I've updated all the downloads that use it with a truly fixed version of the class. I decided not to bump the version numbers for a fix to the version checking code because I didn't want to totally spam everyone over something small like that. Nevertheless, if you like to play without an internet connection be sure to download the latest version (again, if you already have) to avoid game crashing fun.
18-Sep-2012 - If you are using TreeCapitator FML 1.3.2.r02 and are seeing the update message, you can either 1) download it again, 2) edit mcmod.info to change 1.3.2.r01 to 1.3.2.r02, or 3) delete mcmod.info from the zip file. I totally forgot to update mcmod.info... should be fixed now.
Edit: I've also noticed that the new ruins generation code can make some ugly boxes underneath the island if it is thin... I will push out a fix for this soon.
17-Sep-2012 - FloatingRuins 1.3.2.r01 is out for ModLoader, ModLoaderMP Server, and Forge universal (tested with Forge 4.1.1.251)! In addition to being the first Forge release of this mod the update brings a few new features: option to disable in Superflat worlds, options for island radius and island depth (thickness), and a block ID blacklist. This release also saw a ton of code refactoring and some subtle improvements to the way the ruins are generated. I recommend using a fresh config file as there are a lot of new config elements. Details on them will be added soon (out of time ATM).
Edit: I just released new versions of TreeCapitator 1.3.2.r02 to maintain compatibility with the latest FloatingRuins (they share some common classes).
Edit 2: My dumb ass forgot to add in the block ID blacklist in the config file section for FML... it is only configured to ignore bedrock by default, so I'll be sure to push out a fix for that soon (the blacklist is working, it's just not configurable).
12-Sep-2012 - TreeCapitator 1.3.2.r01 is out for ModLoader, ModLoaderMP Server, and Forge universal (tested with Forge 4.1.1.251)! There are no significant new features in this release, but the underlying structure of the mod has changed dramatically to make future updates a lot easier to manage from my end. The actual TreeCapitator code is now exactly the same for all three versions which is why I changed the version numbering scheme. Upcoming features: configurable tiers of block breaking based on tool material, options to have damage applied to tools based on the number of blocks broken, and a tweak to the leaf breaking code to make the shearVines option independent of the shearLeaves option (for people like me that have no use for sheared leaves but do like vines).
DISCLAIMER:NO WARRANTY IS GIVEN, EXPRESS OR OTHERWISE. USE AT YOUR OWN RISK.
In other words, I am not responsible if this mod causes your game to crash, your save to get deleted, or your cat to run away.
Ways to contact me:
IRC: I can usually be found in the IRC channels #risucraft or#treecapitator on irc.esper.net.
Twitter: https://twitter.com/bspkrs
Player.me: https://player.me/bspkrs
Donate to DaftPVF
Downloads:
bspkrsCore:
ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
Change Log
This mod contains core classes used in all other mods I release. If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in bspkrsCore.cfg.
ALL MODS BEYOND THIS POINT REQUIRE bspkrsCore TO BE INSTALLED.
You will be ignored if you post about MC crashing because you didn't install bspkrsCore.
Treecapitator
Forge (SSP/SMP): Latest Release (Mirror) (2.0.4) All Releases (Mirror) Betas (Mirror)
Change Log
Features (see .minecraft/config/TreeCapitator.cfg for details):
- Forge version can break any log out of the box (fo' relz)
- NEW - change settings in-game from the Mods list config button!
- Sneak while chopping to break logs normally (configurable)
- Treecapitation Enchantment mode available.
- The break speed of log blocks is determined by the height of the tree it belongs to. If you don't like it, set treeHeightDecidesBreakSpeed=false in your config.
- Configurable list of tool IDs to determine what an "axe" is
- optional item damage based on number of logs broken (defaults to enabled)
- optional increasing item damage per block broken (off by default)
- Smart tree-detection (configurable)
- option to destroy leaves (enabled by default)
- option to shear leaves (with a shear-type item in hotbar)
- option to shear vines (with a shear-type item in hotbar)
- NEW - ability to stack drops!
- disable drops in creative
- disable tool requirement
- The FML IMC system is now utilized to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
- mod version checking (never miss a new feature)
Some notes on how it works:
- Trees are determined by looking at the number of leaf blocks that neighbor the top block of a vertical column of logs.
- If the top block has 3 or more neighboring leaf blocks the code considers that column of logs to be a tree.
- If the top block does not have 3 neighboring leaf blocks the code will default to normal block breaking.
Item Damage
- Axes and Shears that have the Unbreaking enchantment will work the way they are supposed to.
- Damage is applied to the item as each block is broken in the chain.
- The allowMoreBlocksThanDamage setting should be self-explanitory, but basically it means that if it is set to false and your item breaks in the middle of chopping down a tree, the remaining blocks will not be broken.
- The code will not search for other axes in your hotbar to apply damage to if your current axe breaks.
- If you have multiple "shear-type" items in your hotbar, the code will always apply damage to the left-most item.
Destroying Leaves/Vines
- Shearing vines doesn't get every vine It seems to favor vines hanging on the Western face of the tree.
- The destroyLeaves setting MUST be set to true in order for shearLeaves or shearVines to work.
- The shearLeaves and shearVines settings can be enabled independently of each other.
- Yes, sometimes a few leaf blocks are left behind after chopping a tree, but they will decay normally.
Forge Configuration File (.minecraft/config/TreeCapitator.cfg):
http://pastebin.com/kKGA4D36 (it's too long to put here, lol)
IngameInfo
ModLoader: All Releases (Mirror)
Forge: All Releases (Mirror)
Change Log
Lunatrius is taking over development of IngameInfo. His version offers new functionality as well as a new input file format in XML He has graciously agreed to support both his proper XML format as well as the texty XMLish format that DaftPVF and I used. There are a few small differences in his text format handling vs mine, but it's for the better. Thusly, 1.6.4 will be the last MC version that I will release IngameInfo for. The existing downloads will remain available.
Thanks DonkeyPanic!
Thanks zain2028! (yeah, he was confused and says DaftPVF created StatusEffectHUD... just a mixup) Thanks XTR3M3_Demon2! (German)
Want to know how much score you have without having to die?
In need of real time information like weather, light level or your world size as you explore?
Then this mod is for you!
Ingame Info adds the ability to add lines of information to your in-game screen.
All you must do is run the game once, exit out, check for a file named ingameInfo.txt in the .minecraft/config/IngameInfo/ folder (.minecraft/mods/daftpvf/ in releases before 1.4.4.r01), and edit it adding whatever you want!
The "igi" command can be used to reload the format file and enable/disable the display of the info text. (new in 1.6.2.r02)
Usage:
CrystalWing
Forge Universal: Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
Change Log
Thanks 22DarkWolfGaming22!
Crystal Wing
With this enchanted wing, you'll be able to teleport back to your spawn point!
recipe:
While helpful on the normal world, using it on the nether may burn it...
Burning Wing
This will continuously burn the player that holds it in their inventory, so THROW THIS BIATCH AWAY!
..Or try soaking it!
Burned Wing
This is the broken version of the Crystal Wing. When the player tries to use it, they, eh... get lost.
Config file:
.minecraft/config/CrystalWing.cfg
FloatingRuins
Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
Change Log
Thanks theLucror!
Thanks thegreatone5224!
Screenshots:
Forge Config file (.minecraft/config/FloatingRuins.cfg):
No longer necessary to edit this file manually! From the Mods list in-game select the entry for FloatingRuins and click the Config button!
StartingInventory
Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
Change Log
The file can be found at
.minecraft/config/StartingInventory/startingInventory.txt (.minecraft/mods/daftpvf/startingInventory.txt in releases before 1.4.4.r01).
How to configure the items you start with:
The Easy Method:
1. Start a new world in Creative mode.
2. Using the Creative Inventory (or NEI) add the items you want to start new worlds with to your player's inventory (only the 36 main inventory slots are supported, armor slots are ignored).
3. Once you have populated your inventory with the items you want, close your inventory and execute this command: /startinginv save
4. You will receive a message confirming that your current items have been saved to the config file.
5. To test that your file is saved correctly, clear your inventory and execute this command: /startinginv load
6. The items you saved using /startinginv save will be placed in your inventory.
NOTE: The command /startinginv load will clear your current inventory before adding the configured items.
The Older/Harder Method:
1. Using only the id:
= a single apple.
2. Using the id and the quantity, separated with a ',':
= 1 stack of cobblestone (the code that adds items to a chest truncates it to the max stack size)
3. Using the id, the quantity and the damage value:
= 10 lapis-lazuli dyes.
You can use more lines for more items:
= 20 stone blocks and 1 iron pickaxe.
IDs for mod items and blocks are also accepted.
All the ids can be found here.
BlockBreaker / ConnectedDestruction
Forge Universal: Latest Release (Mirror) (1.6.4.r03) All Releases (Mirror)
Change Log
MultiMine users: you MUST add the log block IDs you are using in BlockBreaker to the MultiMine block exclusion list found in AS_MultiMine.cfg. Otherwise BlockBreaker will not work.
Videos:
Thanks D4LMinecraftGER (German Language)!
Forge Config file for 1.5 (.minecraft/config/BlockBreaker.cfg):
Install (all mods):
1.6.2 and below: Requires Risugami's ModLoader or FML; if the word Forge is in the filename, it requires Forge.
1.6.4 and above: Requires Forge.
- ModLoader: follow Risugami's instructions for installing ModLoader. Put the mod's zip file in the mods folder according to Risu's directions.
- Forge Build 762 and below: For TreeCapitator or BlockBreaker, put the mod's CoreMod jar file in the coremods folder under .minecraft and put the bspkrsCore zip file in the mods folder. For other mods put the zip file in the mods folder with bspkrsCore.
- Forge Build 763 and above: Put the downloaded zip / jar file in the mods folder under .minecraft along with the bspkrsCore zip file.
Reuse/Modpacks:
These mods are released under the Creative Commons Share Alike non-commercial License. They are allowed to be used in mod packs as long as credit is given to DaftPVF and myself and the URL of this forum thread is provided. No adf.ly links. Do not post these mods on other sites.
1
You can change the default behavior of new worlds by editing the autosave defaults config: from the Main Menu, click Mods. Select WorldStateCheckpoints from the mods list and click Config. edit the settings and click Done.
If the version you are using does not have the Mods screen config button, edit the WorldStateCheckpoints.cfg file in your minecraft config folder.
5
So... basically your code is perfect and there is no possibility that your code is causing the game to crash. Gotcha.
Few things:
1. The harvester field on the HarvestDropsEvent object is not guaranteed to be non-null... see the comment here: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/event/world/BlockEvent.java#L53
2. Your code is doing stuff in the wrong place. Global events are supposed to be used for things that you don't have direct control over, not changing the drops OF YOUR OWN BLOCKS.
3. The crash that happens with Treecapitator can be achieved with ONLY your mod installed... Steps to reproduce: Place TNT next to one of your Ebony trees, explode TNT, see crash: https://pastebin.com/gjirVgJW Probably happens with Creepers too.
You might want to try looking harder at your own code before blaming others... :-p
Opened https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/issues/6 so you can fix your "shiz".
1
Set showMainMenuMobs=false in bspkrsCore.cfg and more than likely it will work again.
2
Yes, I believe that ArmorStatusHUD was the first mod to add armor info on the HUD, but that doesn't mean that no one else can do it differently/better.
2
That's some other mod.
Don't bump...
Seriously... don't dump.
Day and time are from IngameInfo. Google it for more info.
Try disabling showMainMenuMobs in bspkrsCore.cfg.
2
That's Ingame Info, a mod I used to work on. Check out http://mc.lunatri.us for current releases.
My best guess is that you're using a cracked client...
From the main menu click Mods, then find the entry for bspkrsCore, select it and click the config button. From there you can turn off the main menu mob rendering.
I have no idea what's causing that... doesn't look like you have any of my mods installed, either.
I am aware of the dropbox issue... I did update all the URLs on http://bspk.rs/MC/ to not use dropbox, so it shouldn't be a problem anymore.
The mod files ARE .jar files. That's what you are supposed to be getting... >.>
No, sorry... the only way is to change the GUI scale in your vanilla Minecraft options.
You have multiple copies of bspkrsCore from more than one MC version... You only need one.
2