horrible eyes and ears positioning fix this crap.
- themodpackmaker
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Member for 6 years, 1 month, and 19 days
Last active Mon, Dec, 28 2020 00:45:43
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- 117 Thanks
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May 17, 2018themodpackmaker posted a message on Minecraft 1.13 Snapshot 18W20APosted in: News
I am an advanced modder I do help forge now and then but, with code issues not mapping srg to deob and notch names and no forge isn't the issue for the mess it's pure vanilla blame jeb not dinnerbone well maybe both
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May 17, 2018themodpackmaker posted a message on Minecraft 1.13 Snapshot 18W20APosted in: News
if you freaken look at the code it's very buggy messy and not object oriented as well as being unoptimized and most of this occured between 1.8.4-1.12.2 -
May 16, 2018themodpackmaker posted a message on Minecraft 1.13 Snapshot 18W20APosted in: News
yes it should since they are fixing up all the crap they wrote between 1.9-1.12.2 coding wise. they also re-wrote chunks hopefully optimized them since anvil was a laggy system I enjoyed previous chunk systems like they were in 1.2.5. Also chunks shouldn't save to the disk fully if nothing is updated a blank chunk unless a block update or tile entity is in that chunk. Entities are written separate I believe
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Mar 16, 2018themodpackmaker posted a message on Minecraft 1.13 Snapshot 18W11APosted in: News
I think the structures are a peice of trash but, the oceans themselves would be great if they were alot more expansive
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Mar 3, 2018themodpackmaker posted a message on Minecraft 1.13 Snapshot 18W09APosted in: NewsQuote from Worldsshrugged»
I wish Mojang wasn't being so condescending lately. Saying "We've ruined the game again." is just bad. They're starting to create a culture that dismisses all complaints as coming from irreverent kids, no matter what context, even when it's a person with a lot of maturity saying why there's something actually wrong with a small or big part of the game. The attitude here is that everything the community says is bad is a statement that needs to be made fun of, and that nothing negative about the game is valid because "oh, that's just a whiny person who loves to complain, his opinion is completely irrational".
Couldn't agree more they ignore almost all bugs you report when they are valid. It's not mojang it's the bug staff but, mojang isn't listening about reverting the combat system and they did hear that part so they are a partial blame. -
Nov 18, 2017themodpackmaker posted a message on Everything announced at MINECON EarthPosted in: News
so they are adding a narwhal?
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Nov 16, 2017themodpackmaker posted a message on Minecraft 1.13 Snapshot 17W46APosted in: News
Your right it's not ruined but, it's not also playable in it's current state I am making a mod to fix that though reverting all crappy changes since 1.2.5+ -
Nov 16, 2017themodpackmaker posted a message on Minecraft 1.13 Snapshot 17W46APosted in: News
Looks like a lama still to me just use the old horse model -
Nov 8, 2017themodpackmaker posted a message on Minecraft 1.13 Snapshot 17W45APosted in: News
Quote from themodpackmaker»
enjoying this update so far. There is almost no ids except for blocks and maybe biomes enchantments potions and data watchers. It looks like there will be no such thing as anything but, a string id soon which I hope means dynamic arrays and no limits. The render system and lag has been mostly fixed unlike 1.9-1.12.2
that's the changes I confirmed what I had been hearing rumors about for a while with nbtedit and saw nothing but, string ids for items and entities no numeric ids hopefully soon
which means no limit on the amount of mods based on stupid in game limits
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Nov 8, 2017themodpackmaker posted a message on Minecraft 1.13 Snapshot 17W45APosted in: News
I hope that the horse model get's reverted back to 1.7.10 along with the ability to change any entity model via resource pack
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Nov 8, 2017themodpackmaker posted a message on Minecraft 1.13 Snapshot 17W45APosted in: News
enjoying this update so far. There is almost no ids except for blocks and maybe biomes enchantments potions and data watchers. It looks like there will be no such thing as anything but, a string id soon which I hope means dynamic arrays and no limits. The render system and lag has been mostly fixed unlike 1.9-1.12.2
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Jul 18, 2017themodpackmaker posted a message on Mojang Hires Pixel ArtistPosted in: News
ugly if default
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Apr 11, 2017themodpackmaker posted a message on Minecraft Marketplace and CurrencyPosted in: News
This is crap. All mc things mods, and texturepacks should be free as they always have been. I an't paying a dime for them!!!!!!!!!!!!!!!!!!!!!!!!!!! Modding has always been free and free content this will break the system and I will quit playing and so will half the community. This isn't freaken farmville!
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Feb 13, 2017themodpackmaker posted a message on Villains Arrive on Console!Posted in: News
I noticed I saw it on xbox resource files. Will never buy anything I already bought the game so I am not buying any merchandise or mods as that is against their own EULA so why are they going against their own EULA?
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ah yes the program I was deving that I was forced to quit on since xbox one edition wasn't supported and they were constantly changing the binary file types as well. Windows 10 will work but, someone needs to make a zip decryptor for the premium files.
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yeah um I was using problematic code. If there are no json files for said resource objects mcmeta files it won't dynamically generate it. I don't have time to find a working solution atm since I have more important projects to do. It's due to the files not being inside of the objects indices folder. I don't know if they fixed rp in 1.13+ or not where if the files don't exist it uses the lower priority ones. Basically the missing resources are probably indside of another json folder or the mc jar Idk and someone else can figure out a solution and a modified jar.
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Only allowing 256 blocks for a modding environment is a no! Second not only is the size of the array wrong blocks should be stored as integers. Use dynamic arrays!
Also I know forge was messing up with their patch in some versions for the fire blocks. This won't be the case for jredfox mod loader - mc api
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they are not accesible you need a decryption algorithm for anything coming from the marketplace with .zipe file. .zipe and .zip are not the same thing! Some of them are not encrypted other ones like Halloween mashup packs are
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hey man check discord. We are going to start the long process for a professionally made java mod loader for gaming that could theoretically get ported to other languages depending if they support something like asm if not will just have to make sure their are enough events and change the way event systems works.
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no you use Blocks.FIRE.something to make them flamable you can use the func_ but, they won't work past 1.7.10
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I am working on my own mod loader which will support mc 1.3-1.15 all major versions only
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can't you just upload it to curseforge please
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website is down again. Could you either use mediafire.com or use curseforge both are free and simple to setup and use
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all the other rpg mods that are good are porting to 1.12.2 or already 1.12.2 could you please port it to that version?
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so where is 1.12.2? I heard it was about done or something so that you can have this, aoa, and journey into the light.
would donating make it appear within a month?
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this mod uses data watchers instead of using capabilities and or adding your own data list. conflicts with basically vanilla almost you can't have this and aoa. I don't like forge capabilities either they are written porly. But, if your in 1.12.2 you can use my library Evil Notch lib which allows you to mod with ease and provides my own easy to use capability system. However like forges you need to manually sync client and server
I am working on a mod which extends potion ids to byte and data watchers to byte as well
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it does already
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1.1
made it easier to:
configure the port
close/open ports
change tpc/udp types
all of this is in the new config file
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1.7.10 from 1.8.9 wouldn't be too hard 1.12.2 to 1.7 would be