Yes, the mod you make using MCreator isn't yours. It becomes property of Pylo.
- jcm2606
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Member for 12 years, 9 months, and 11 days
Last active Tue, Jan, 19 2021 00:40:24
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majestyc2k1 posted a message on MCreator IDE vs Eclipse IDE?Posted in: Mods Discussion -
1061
chicken_bones posted a message on ChickenBones ModsPosted in: Minecraft ModsAs of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.
All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
Code Chicken Core is part of Code Chicken Lib as of 1.11
ModPacks:
You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.TexturePacks:
Go for it!Adf.ly:
If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much
I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.
Old PostDownloads and InstallationIn case you missed it DOWNLOAD MY MODS HERE
CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/
WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/
CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.
All mods require CodeChickenCore.
All mods go in the mods folder.For Mod DevelopersAll of my mods have source avaliable on either BitBucket https://bitbucket.org/ChickenBones or GitHub https://github.com/Chicken-Bones
Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.
CodeChickenCoreThis is just a library of classes that all my mods use. You need to install this if you are going to install any of my mods.
Just throw this in the mods folder.
CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
The following public release contains some libraries that I believe may be of use to other modders.
It currently contains the following:
- Model library cable of importing obj files
- 3D transformation library
- Flexible and simple packet system
- Colour helper classes
- A few other misc helper functions
License
All source code in this package is provided to any modder under the following conditions.1. The modder notifies me the first time they decide to use any code from this package in their mod.
2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.
Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.
If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.
Source code may be found on the github
https://github.com/Chicken-Bones/CodeChickenLib
Releases may be found on the jenkins download page
http://files.minecraftforge.net/CodeChickenLib/Common Pitfalls My model renders like this: http://puu.sh/29Da9
Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.Not Enough Items (NEI)Overview
NEI is a successor to both Too Many Items and Recipe Book. It arose around the same time as Craft Guide when Alexandria and a few others on the IRC suggested that I merge both Too Many Items and Recipe Book to remove their greatest flaws, ironically too many items, or in the case of recipe book, too many recipies. Too Many Items was great, but the one thing it lacked was an easy way to search and sort your items. When you had a mod like Red Power coming along with 10000 items both TMI and Recipe Book were racking up the pages. Even if you don't want to use NEI for cheating in items, you will likely feel right at home with the Recipe component of the mod.
Videos
A good mod spotlight highlighting most features of the mod by Direwolf20.
[media][/media]
A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4
[media][/media]A nice mod review by piedudeaus
[media][/media]Another mod Spotlight by Phobic Bus with information on how to install.
[media][/media]A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.
[media][/media]
Differences\Enhancements
Now you're probably thinking, I've seen TMI before, what a ripoff. What makes this one so much better? For a detailed explanation read on. A simple list is below.
- Recipe Mode (Crafting, Smelting, Brewing)
- Item Searching
- Item Subset Dropdown menu (Hiding\Showing)
- Complete SMP support if installed on server
- Enchantment Sector
- All types of Mob Spawners obtainable and place able.
- Magnetic Mode
- Heal Button
- Mob Spawners in SMP show the mob type
- Advanced configuration files
- In game Options Menu
- A few handling tweaks
- An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader
Detailed Information Recipe View
Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).
Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.
Usage mode shows you all the recipes that contain that Item.
And it shows shapeless recipes too.
The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.
Item Search Box
The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.
The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.
Item Subsets
The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.
Mods can use the API to generate their own tag sets.
Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.
If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.
You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
Enchantment Selector
By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.
Trash
The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
1. Click on it while holding an item it will delete the item you are holding.
2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
3. Hold SHIFT while clicking on it will clear your inventory.
4. Just clicking normally will toggle Trash Mode
Trash Mode
When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
Creative Mode
Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
Rain
Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
Magnet Mode
The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.
Utility Buttons
The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
Save States
There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.
Options Menu
This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.
The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.
Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.
Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)
Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.
Save states merely sets weather or not to show the save states, self-explanitory.If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.
The KeyBindings all do what they say. Click on them and then press the key you want to change it to.
Mob Spawners
NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.
Various Inv Tweaks
Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
SMP
Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
Config
There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
Server Config
A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.
I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.
The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.
NEI RedPower ModuleDue to Eloraam's kindness she has permitted this small module that will add features to NEI from RedPower. It will add the RedPower dropdown tags you see in the screen shots, Show all types of microblocks and redwires and add the Alloy Furnace recipe handler. Install it if you have RedPower.
Installation and Plugins
Same as the rest of my mods, place the jar in the mods folder.
An install video is in the spoiler below.
[media][/media]
Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home
Credits Inspired by TooManyItems and Recipe Book.
Many friendly and supportive Beta Testers.Ender StorageOverview
EnderStorage is a mod that offers a means to store your items in The END, causing them to be everywhere and nowhere at the same time. All EnderStorage makes use of the magic of colors to link storage with its little piece of The END. Any EnderStorage with the same color code share inventory (even across dimensions). Currently there are two types of storage, EnderChest and EnderPouch.
EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.
EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.
As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.
Screenshots
Videos
Mod Spotlight by Direwolf20
[media][/media]Wireless Redstone Chicken Bones Edition (WR-CBE)Overview
In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.
The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.
Differences from the original mod
Now you're probably thinking, I've seen a mod like this before. What makes this one so much better? For a detailed explanation read on. A simple list is below.
Changes:
- Advanced GUI
- Triangulator vector based
- No GUI to use remote just hold right click. Remotes also set frequencies
- Fancier block models integrated with RedPower Logic
- Sniffer fades out and shows frequency with mouse over
Additions:
- Frequency Naming
- Coloured Frequencies
- Jamming
- REP
- Wireless Map
- Addons for SMP
- SMP frequency permissions and Private Sniffer
- Interdimensional Ether
- Trackers
Videos
A nice mod spotlight by Direwolf20.
[media][/media]
A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.
[media][/media]
Detailed Information Core
GUI
As you can see the gui has had some serious advancements.
Simple
Yes the simple gui is still thereColour
A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.Naming
The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.Transmitter
The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.Receiver
A receiver will power connected devices if there are any transmitters currently active on its frequency.SMP permissions
There is a fairly complicated permissions system in place for SMP management.The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.
It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.
Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
Public frequencies are there for anyone to do whatever they want with.
Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.
Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.
Bolt Effect
What more can I say, Epic huh.
The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
For those who are intirested, L-Systems.
Addons
Remote
The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.
Triangulator
The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.
Wireless Sniffer
The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.
Private Sniffer
The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.
Wireless Map
The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.
Wireless Tracker
The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.
These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.
REP
The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.
Logic
Formerly known as WR-CBE Redpower, this module contains the blocks of the mod. It requires ForgeMultipart, an open source multipart library to be installed and allows the tiles to be placed on walls and ceilings with covers and other multiparts.
Note the jammer is supposed to be disabled when powered.ComputerCraft Integration
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()
Credits Aliaz - Original Wireless Redstone mod.
Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
Alexandria, madindehead, Kenny - Beta Testing.ChickenChunksOverview
As you all should know, the minecraft world is seperated into chunks. 16x16 areas that are loaded depending on how close a player is to them. If you have machines or plants or anything that does something in a chunk that is not loaded because there are no players nearby nothing will happen.
This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.
What makes my chunkloader better
So you've seen a few of these things around before, Teleport Pipes has one, Railcraft has two. Immibis has one. Here's a short feature list.
Features:
- Will reload chunks after a server restart
- Works with frames
- 100% not buggy guarantee (I'll fix it if you find a bug).
- External viewer for seeing the loaded chunks and making sure everything works.
- Server owners can set the number of loaded chunks per player, per dimenion and globally.
- Will load and unload mystcraft dimensions as needed.
- Server Operators can set them to only work when a player is online.
Detailed Information
Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.
The radius determines the number of chunks to load around this one inclusive.
The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
The number of chunks loaded is shown below the radius.
The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.
The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.
ChunkViewer
Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.
It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
The Red blocks are loaded chunks.
The Yellow blocks are chunkloaders.
The Green blocks are chunks that are being held by a chunkloader
The Blue blocks are players.
In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
Mousing over a chunkloader or player will show info about it as a tooltip.You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.
The Gui will close if you leave the server.
Server Config Options
The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
The server can also add player names to a list to have chunkloaders only work when the player is online.
There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]
Screenshots
Credits MouseCop - Art.
EAQQ. When will your mods be updated?
A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.
Q. java.lang.NoClassDefFoundError: codechicken/core/something
A. Install Code Chicken Core.Q. I can't spawn items!
A. Change from Recipe Mode to Cheat ModeQ. Can we have wireless bundled cables (or any other variant)?
A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
A. Logs or it didn't happen.Reporting BugsIf you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
4. Post the information on the thread.
Always use pastebin for logs.
Do not PM me with any issues, I will delete your PM. Use the thread or IRCThanks:
Victorzimmer for giving me an ftp server to host on.Disclaimer:
While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on. -
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MCFUser6937444 posted a message on CPU or GPU?Posted in: DiscussionThat processor is vastly overkill to achieving 120 FPS and shouldn't be recommended on any occasion for any current title.
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Jancrash posted a message on R.I.P. Combat -> Remove Cooldowns (1.9 Combat Mode)!!!Posted in: SuggestionsMinecraft was due for a cooldown. Think about it:
-People who had an autoclicker would dominate. Now that's changed, is it not?
-Before, only the sword was viable for attacking. Now, we have a wider range of weapons that are viable. Want to deal a lot of damage? The axe is your friend, but it has a pretty long cooldown to balance it out. You want to deal slightly less damage, but attack slightly faster and deal sweep damage? Go for the sword. You want to attack even faster than the sword, but deal less damage? Enchant a hoe with sharpness.
-Before, if you had a strength potion you'd double your damage output, and if you had Strength 2 then you'd triple. So you could use a diamond sword with sharpness 3, and you know how much damage you would deal? 36.75. Enough to kill somebody in one hit, even with a quarter of their armor bar filled. Now you'll deal 15 damage, which is much more reasonable and *cough* less overpowered *cough*
-Before, ranged people had a severe disadvantage. Now we have tipped arrows, letting us poison our victims or turn our allies invisible. To counteract this, we have shields which can (as of 16w36a) block 100% of damage and prevent potion effects from arrows. To prevent that from happening, we can now use axes to temporarily disable shields.
-Before, if you had full Protection 4 diamond armor you'd be pretty much invincible. Now that's not the case, so we now have to plan our attacks instead of just rushing in.
-Also the Elytra. It may not provide any protectional value, but you can use it to fly. And unless whoever's fighting you also has an Elytra, then they'll have to fight you with a bow, and you can just dodge the arrows.
Some people may not like the new 1.9 Cooldowns, but I feel they were needed for balance. If we removed them now then we'd have to remove all the combat changes just to fix a problem that was never meant to be fixed. With all this evidence against you, how can you change the non-supporters' minds? Some of us critics like the new 1.9 changes. It completely changed the pace of combat, making it about strategy rather than brute force. It's perfectly balanced, and it's easy to learn with the cooldown timer.
No support.
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LetLiveEverything posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft ModsPeople like to do this a lot. "Game A looks better than Game B, but Game A runs better"
Graphic quality does not necessarily equal the game's performance. There are many other factors that culminate to how a game will perform, such as the engine, the skill of the developers, and individual hardware.
Minecraft clearly wasn't built in mind with these shaders, therefore you can't just slap these kind of visual effects on a game like Minecraft and expect it to run like Half Life 2 (which is nearly 12 years old and used a lot of baked lighting rather than dynamic lighting). Half Life 2 is just a poor example in general. That game handles lighting and shadows completely different than SEUS does.
I'm guilty of asking for some kind of miracle answer on how to get these shaders to run better as well, and what we need to realize is that there's already a lot of technical work being done underneath that makes these shaders run better than they really have any reason to for a project being worked on by a couple people at most for no direct monetary gain.
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FirEmerald posted a message on Future of Java minecraft and older versions?Posted in: Discussion
The format for internet explorer 9 is so screwed up. I use firefox.
And I cannot use ie 10 or 11.
Not only do they stop supporting their own products, but they make sure they screw them up to try to get you to buy the new one.
compatibility mode is not something with a real use anyways. I can install diablo 2 and it will run alright without "compatibility mode"
Also things for windows 10 does not work for 8 7 or vista. so, I have to disagree with you.
The leading factor of any windows os is that you can allocate memory from the hard drive to the ram.
and you can do the same thing with a usb stick. That, and (used to) how short of an amount of time it was to explore your files.Then security features came.
BACKWARDS compatibility. that means a Window Vista program is highly likely to run on a Windows 10 computer. NOT THE OTHER WAY AROUND. -
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DrWeegee posted a message on I need at least 10 GOOD reasons to continue playing minecraftPosted in: DiscussionIf you can't play because of whatever issues you have about a specific developer/s, your mindset is wrong.
There's two options here. Either forgive/forget about whatever the devs did to get on your bad side or play different games.
If you have to ask the community for reasons to play, you're time with Minecraft is probably over.
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TheMasterCaver posted a message on Question Concerning Mods for Different Versions of the GamePosted in: DiscussionYou can also make a new profile - with a new game directory - and be able to play as many modded/vanilla profiles as you want without having to swap files every time you wanted to play a different one (and save a lot of heartache when your world becomes corrupted after you load it in the wrong version; the game can only see worlds saved to its profile). I even recommend doing this if you play multiple vanilla versions since while the latest versions track the version a world was played in this did not become implemented until 1.9 and it is still easy to accidentally load the world with them (there is no way to easily revert a world that has been loaded in a newer version without backups or map editors; loading it in an older version will almost certainly corrupt it).
It is as easy as changing the game directory path to anything (for example, add 1.8.9_mods to the end so it is .minecraft\1.8.9_mods), then running the game once so all the folders are created, then move your mods and saves over to it. -
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user-7791077 posted a message on Make Resource Packs Less LaggyPosted in: Suggestions
That is how it currently works, its just hidden from plain view. The game takes all the textures used by the models in the game and stitches them together (this is the majority of the freeze time, as it has to try to combine every single item/block texture into a single file in as little room as possible). -
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user-7791077 posted a message on Make Resource Packs Less LaggyPosted in: SuggestionsMost of the textures (all the blocks, maybe all the items too) are stitched into one large texture (or two textures, one for items and one for blocks) to improve performance, and this is likely where the majority of the issues arise.
So unless they force all item and block textures to be 16x16, I cannot see this happening.
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Fly out and load any parts of the world that would be casting those shadows. This is an issue with Optifine and how Minecraft culls geometry, there's nothing we, as in shader devs, can do to fix this on our end.
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Because of how they saved the ID's on your storage. Here is the source for all this.
Chunks are split into 16x16x16 segments. Each segment contains various arrays of byte data about that segment, with each index in the array corresponding to a physical location in the segment (so index 0 might indicate the bottom-most left block, 1 is one block over, etc). We only care about two of these arrays, the "Block" array and the "Add" array. Now the "Block" array contains 4096 bytes (16x16x16=4096=1 byte per block), where the "Add" array contains 2048 bytes (16x16x16=4096/2=2048=1 byte per 2 blocks=4 bits per block).
Numerical ID's for blocks are expressed as 12 bits, which is where the 4096 block ID limit for modded comes from. The first 8 bits are stored in the "Block" array, and the last 4 bits are stored in the "Add" array. When the game reads a given position in the segment, it reads the first 8 bits from the "Block" array, then reads the last 4 bits from the "Add" array, and shifts the 4 bits over to the left by 8 positions. Then it adds the two values together to get the final, full ID. Now the problem is, in vanilla, the "Add" array is somehow disabled. Mods activate it, but Mojang has yet to. So Mojang is still only using 8 bits to store the ID, which results in the 256 block ID limit the game has currently.
They could activate the "Add" array, which would raise the block ID limit to 4096 in vanilla, but 4096 is still pretty low: I ran out of block ID's with 280 or so mods in 1.7.10, when I could easily run 300+ mods on my system. So they're coming up with a new way of storing ID's, that keeps this current system in place, but extends off of it such that each individual ID is unique to the segment it's stored in. Under 1.13's system, chunk segments will also store a thing called an "ID palette", which maps textual ID's ("minecraft:stone") to numerical ID's (3). Because the palette is local to the chunk segment, it moves the 4096 block ID limit from the game itself to each individual chunk segment, which coincidentally each chunk segment can store at maximum 4096 unique blocks (16x16x16=4096), so it's impossible for a single chunk segment to run out of ID's. And that's where the whole "infinite ID" thing is coming from, under 1.13 the limit will be however many block instances an array in Java can store, which at minimum is around 2 billion or so, assuming arrays use signed 32-bit integers.
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Optifine is outright required for a lot of shaders nowadays, because it offers features that the original shaders mod just doesn't include, namely things like deferred programs, the #include preprocessor, new uniforms, temporal buffers, etc.
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If you need shaders on 1.7.10 and can use Optifine, use the latest version of Optifine for 1.7.10. sp614x backdated a lot of the shader stuffs to all versions as far back as 1.7.10, so every shader should work now.
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It'd depend on how it was implemented. Optifine pretty much injects its own dynamic light directly into the light map when a block face is being rendered, which means it automatically, without any work on our, the shader dev's side, just works. My shader pack hasn't had dynamic lighting ever, but if I enable Optifine's, it just works. Optifine's solution is incredibly elegant from the shader dev side of the fence.
All that'd need to happen is dynamic lighting simply gets injected into the light map prior to rendering. If that happens, nothing needs to change with shaders.
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Forgive me for not responding earlier, but I may indeed put the source up on Github or something. Keep in mind that recent versions of Thaumcraft have probably changed so much that my existing code flat out won't work in the new versions. I know for a fact the rendering changes I made to wands won't work, since wands no longer use an item renderer, pretty sure that Azanor would have changed a lot of the internals, especially with the move to just a 1-variable vis system in TC6.
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The thing is, aside from the first two points (moving to Unity / another engine and updating the lighting system to use a more traditional approach to lighting), you don't need a sequel to the game to add these in. These all can just be added as an update. Even cubic chunks can, since chunks are actually cubic, just they're treated as vertical slices of the world (far as I know, might be wrong).
"But if it was another game, then nobody would complain!"
Would they? Would they not complain? Don't forgot the idea of a sequel is to grab the attention of those who enjoyed the previous title. GTA V is geared towards fans of the GTA series, same with all the Fast and Furious movies, same with Call of Duty, same with Battlefield, same with new seasons of TV shows, same with Harry Potter, same with anything else.
Would someone who was coming from the original Minecraft come across this alternative and think "oh, that looks good, I might buy that!". Furthermore, would they spend money on a game that is essentially the same, with more content? There is nothing that warrants having to buy a sequel. There is no story that has to be continued (since the "story" is so open-ended you literally are just dropped back in where you left off), there isn't a technical hurdle to jump over (since things like lighting and cubic chunks can just be done through updates, without the player haven't to purchase another title), content can be added freely with no issue so this isn't a reason for a sequel, the game doesn't have a limited lifetime like other triple-A titles (games like Call of Duty or GTA V have a certain dead-line where the publisher steps in, says "that's enough" and they move on to another project or a sequel and no longer work actively on the old one(s), maybe patching some major bugs, if that even; GTA V is somewhat of an exception, since the DLC is still making money); there aren't any reasons why Mojang would make a sequel. This is the main reason why I don't agree with the "Minecraft needs a sequel!" opinion. No, it really doesn't. Virtually everything aside from major rewrite can be done through updates to the original game, and no existing players would buy this new game.
And the idea that a sequel would stop complaints, and remove the need for mods; let me ask you, why do you think this? When working in an arts industry (games are a form of art, or rather they're an amalgam of forms of art), there is no such thing as 0 complaints. You will always get at LEAST 1 complaint, at LEAST. The very perception that someone has of your work is subjective, and opinionated. Look above. I gave feedback on multiple things you'd like to see in the sequel, and disagreed with them. That's proof there'll be complaints regardless.
And mods, they're the result of complaints. If someone doesn't like something, they will modify it until they like it. I don't like how shallow Minecraft's progression is, so I go out and find mods to expand it. A sequel won't kill modding, because modding is the result of complaints, and complaints will always occur.
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First and foremost, I am a little on both sides of this. I would like to see more ways for people who aren't familiar with programming to create mods, whether it be instead being able to use a much simpler language like JavaScript, Python, Lua, etc, writing a JSON file, or whatever, but I don't want to see programs that make the process so easy anyone can do it.
So, why don't I like programs that make it so easy anyone can do it? To clarify, I mean programs exactly like MCreator where it's "press button, type in information, get mod". The main reason why is because it's simply too limited, and the time you spend within a program like MCreator is just thrown out the window when you move on to writing mods in a proper language, or a language at all in this case. A program like MCreator tends to hide a lot of the specifics that you really need to know when it comes to modding, such that it isn't worth it to touch them at all. I'll get into limitations in a bit, but simply, it doesn't teach you what you need to know to, say, make a more advanced block like a chest or furnace, past that you can do that. You don't learn what a tile entity is, how tile entities work, the difference between placing data straight inside a Block class and placing data within a tile entity class (and saving that data to and loading that data from that tile entity's NBT compound), you don't learn what a container is and what it does in relation to interfaces, you don't learn how to use events, you don't learn how to properly create Block and Item classes, and the list goes on. The program practically just starts, says "here's what you can do, give me some basic information, here you go; it's done".
Now yes, I do understand MCreator gives you the ability to add code for certain things; the problem is the code is simply just dropped in, so it's practically worthless in terms of teaching you things. If a program instead, say, allowed you to write simple scripts to create mods, it'd be much better. See, having an entire mod in code is different to having certain parts of a mod in code. Most of the stuff you learn is not taught by dropping in code that the program inserts at a certain location, it's writing code that interfaces neatly with existing code, and what specific things you can use and how to use them. If you were to write an entire mod in code, even if it were a simple script, you would be able to learn certain things like what a container is, what a tile entity is, how they work, how to properly store data, how to load and save data on world load/save so things don't reset, how to use events, etc. But, you don't have to learn them, on top of learning more complex concepts about Java, like proper syntax, class and object hierarchy, static versus non-static, public versus private versus protected, reflection, polymorphism (having one class extend another allows you to reference all variables, methods and internal classes belonging to the "parent" class, as well as cast the "child" class to the "parent" class), type casting, null values, etc, because the program could abstract some of this away (null values would probably be something it should keep for Minecraft modding, since Mojang doesn't particularly like checking if things are null).
Also, you have to understand that not everything is able to be done by a program, which is the reason why MCreator allows you to enter code. The rule that programs like this follow, is a feature has to be simple and straight-forward enough, and require very, very basic information from the user, to be generated by the program. Adding a simple block or item that just exists and looks pretty, maybe an ore or a simple tool, can be done because it requires just information from the user. What is the name, what is the ID (behind-the-scenes name), what is the hardness value, what is the resistance, what is the durability, what type of tool (pick, shovel, axe, hoe, sword, shears), what is the mining level (wood, gold, stone, iron, diamond), what is the texture, etc. Something like a chest or a simple "put fuel in, put item in, smelt item, get result" furnace can also be done, since it's relatively similar in principle. However, something like an energy system, followed by a generator, cables, a battery and a machine to use that (even a simple furnace that uses energy to smelt items) can't be done since the actual system itself isn't that simple. You can think of how this should work in gameplay, but there's tons of ways to actually write it. A simple put fuel in, energy goes to battery, energy goes to machine from battery system can be done in a couple ways. The cables themselves could act as storage buffers, and a cable will look at each of its 6 neighbours and find ones with lower energy, add 1 to that and subtract 1 from its own, while giving energy to machines and taking energy from sources. Or, the sources could use cables as a "rope", and the source will "walk" along the cable and find valid destinations for energy, and when it finds one, deposit some amount of energy. Or, you could have storage buffers looking for sources to take energy from. Or you could build a complex system where the first thing you place down acts as a "controller" and builds a virtual map of the network, storing the location of sources and storage buffers, taking energy from sources and dumping it into buffers. Or you could even just have a wireless system where the player has to shift-right-click on machines with some item and it's added to a network, and energy is just beamed around similarly to the wired controller system. In a simple 1-variable energy system, there's what, 4 different ways of doing it? And that's just energy, imagine a magic system, a storage system like what you see in Applied Energistics 2, etc.
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Quickly on the game design, is it the design aspect you're interested in or just producing a game outright? Games aren't all code, you have tons of other things too. Modelling, texturing, animation, visual FX & particles, level and environment design, story writing, storyboarding (rough animation), concept art, audio design, audio FX, gameplay design & concepts, graphical programmer (write code that generates the graphics), gameplay programmer (write code for the basic gameplay mechanics), AI programmer (write code for AI and NPCs), animation programmer (write code that ties the animations to user input and gameplay mechanics), and more. You might find something you're interested in, like you might suck at programming gameplay mechanics (close to what mod development is, though mod development is a mix of everything), but you might like working on textures, or animations, or writing the story of the game.
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Can I just ask, what gives you this impression?
As someone who prefers modded over vanilla when it comes to Minecraft (I find the base game lacking in content), I'd actually object to just adding what I want to the game, because what I want is not what you want, it's not what a random player wants, it's what I want.
Mods exist as a customisation outlet for players to tailor their game to their own needs and desires. I like lots and lots of mods that have a lot of variation in content, from tech mods that model simple machines and energy forms (Thermal Expansion, EnderIO, IndustrialCraft to an extent, RFTools (the machines aspect of it, not everything else)), to tech mods that model complex machines and energy systems (Mekanism, where to build a functional base with all the machines, you need to create a huge system that has a large footprint, things like electrolysing water to create hydrogen and oxygen, then electrolysing that hydrogen again to get heavy water to make deuterium needed for the reactor, and RotaryCraft/ReactorCraft with its rotational speed/torque two-variable energy format, reactors that are modeled as closely as possible to their real-life counterparts, even with having to either bury waste under ground to contain the radiation (which is an actual thing that spreads and kills plant life and gives entities debuffs) or submerge them under water to let the water contain the radiation), to magic mods that are magic in its purist form (Ars Magicka), to magic mods that offer a mix of magic and tech in a steampunk-esque way (Thaumcraft, Embers), to magic mods that offer a unique theme (Botania, Psi), to magic mods that even experiment with blood magic (Blood Magic, obviously). But, that's not to say that anyone else would. Sure, the fact that "kitchen sink" mod packs exist (which have hundreds of different mods, most you'll never use in a single world) show that a lot of people like variation, but a lot != everyone.
This is partly why Minecraft was so successful. It could be whatever you wanted it to be. It could be a simple building/survival game you play casually, it could be a super complex game with hundreds of mods where you're free to do whatever, it could be a game where all the recipes are intertwined, so if you want item A from mod B, you need to get items C, D, E, F and G from mods H, I, J, K and L respectively, using each mods' systems to make them. It could be a super complex survival game where you have to scavenge for flint to make flint tools that break in a couple uses, make a mud furnace to turn wood into charcoal (let the wood burn without access to oxygen, since the flame uses the oxygen relatively quickly), etc, like TerraFirmaCraft.
I think what you mean by this statement is "because it's a clean slate, players can suggest what they want Mojang to implement, so there's barely no need for mods" or something to that extent. The problem is, as I said, what I want conflicts with what you want, which conflicts with what another person wants. And ultimately, it conflicts with what the developer, Mojang, wants. This is why there will always be modding, because people naturally want to tailor their games to their own needs and desires, but since the developer caters to themselves first, then the majority later, what you want never makes it into the base game exactly the way you want it. If at all.
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First and foremost, why are you trying to sell a mod? On Amazon of all places? How would one even install the mod when they've bought it on Amazon? Selling mods is a no-no regardless, I'm just confused on why you're choosing to use Amazon.
Anyways, I'm fairly certain the EULA actually forbids authors of derivative works from commercially selling their works unless explicit permission is given. In other words, to do what you're doing requires permission from Mojang. EULA's in general though are rarely straight-cut, so if you're wondering why mod authors can put their mods behind AdFly links and such, that's an exception that Mojang themselves has made outside of the EULA.