Hey, thanks for clarifying. I will definitely keep this mod in mind if I ever encounter this issue.
Last thing though, could you plug in a link to the source? I'm just curious what exactly is happening in the background. (see point 3 of the coremod policy)
Especially point 2 and 3 are really important (in my opinion). I'm not sure what exactly you are doing, but this seems to be quite a hack - and should be fixed in the offending mods or in forge/netty directly.
There is probably a reason why there is a limit to the packet size and you dont talk about possible issues that may occur when using this core mod.
Updating a MOD from 1.13 onwards should be simple but the update to 1.13 will probably really harsh. A lot of mods use the metadata system for their blocks (and sub blocks) which is being removed in 1.13 and we don't know how much work it will be to move to the new system. Also, dinnerbone said they will update lwjgl which can have a major impact on mods that do fancy rendering. But we will see. All I know are tweets from dinnertime that say it won't be easy to update :/
1.7.10 lasted for way more than 2 years, whereas 1.10+ only have a few months in between. The issue is, 1.8. and 1.9 were a non-factor in mod development. There was just way more time to develop for 1.7.10. In addiiton a lot of people dislike certain changes done since 1.8 like the new block rendering system, the move to more data-driven development in form of json files and the combat update. Most modders moved onwards to 1.11 and 1.12 really quickly due to how easy the update-process was (as long as your mod didnt have a ton of legacy code like EnderIO or Buildcraft)
A lot of people think 1.12.1 will be the next 1.7.10 in regards of its lifecycle. I think the update to 1.13 will be hard and we will lose a fair amount of mods (again), but i dont think it will last as long as 1.7.10 did.
No. If you want to control what Items are left behind in the crafting matrix, no matter if damaged or not, you will need your own IRecipe. You will also need to apply the damage to the item yourself.
How did you install forge? Your post suggests you just dropped it in the mods folder, which does not work. The jar you get from the minecraftforge website is an installer. You need to run the jar and then select "install client". This will create a new "Version" in the Minecraft launcher - so, after installing the Forge version, you will need to select the correct version in the launcher, after installing it.
Alternative:
Use another launcher, like MultiMC or twitch.
I prefer MultiMC because it is platform independant and you can easily manage multiple Minecraft installations.
Create a new Instance and select the Minecraft Version you want to play, hit ok.
Select the instance and click Edit Instance.
On the right side the configuration window you will find a Install Forge Button. Click it and select the latest Forge version (or another Version if the latest doesnt work for your mod). This will now take a few seconds.
Click on Loader Mods and add all your mods you want to play. You can either add them via the Add button or by moving them via Drag'n'Drop from your explorer into the list. You can also click View Folder and copy your mod jars into that folder.
If you want to install a different version of forge, just click Install Forge again and select the version you want to use. No need to create a new profile or re-install the mods.
By default, Minecrafts recipe will remove all items from the crafting matrix and place the result in the crafting output slot (which is the behavior you observe). The only exception are Container objects like Buckets. If you want the same behavior for your items, you will need to create your own IRecipe.
I dont have a 1.7.10 Minecraft instance ready, but the general concept is:
Create a new class that implements IRecipe
The Method getRemainingItems() should return the Items that will stay in the crafting grid after the player crafted the item. In your case you just iterate over all slots in the InventoryCrafting via getStackInSlot(). If the item should be used up by the crafting process, set the given slot to null (or Empty in 1.11+), otherwise keep or replace the itemstack with the itemstack that should stay in the crafting grid.
Register new instances of this recipe in the GameRegistry via registerRecipe().
Like I said, I cant give you 1.7.10 example code but there should be a ton of example on the internet when searching for IRecipe implementations.
I just realized i never made a thread here Time to do that!
Torchmaster
(Mod Idea based on the Magnum Torch [Extra Utilties 1] by RWTema)
It's always nice to have a few hundred (thousand?) torches placed around your base and you still get those unexpected visits from unwanted neighbors, just because you forgot to light up that dark little corner in the cellar. Right? Yeah, probably not.
Torchmaster adds 3 new blocks to the game, that help you control spawns in an area around your buildings.
Mega Torch
This magical torch emits light just as strong as a glowstone block (15). But the Mega Torch is not just another expensive light source, it will also prevent spawning of hostile entities due to low light levels in a decently big radius (32 blocks by default) around the torch. So you can finally start building those dark cellars or barely lit villages without fearing an invasion of zombies at night.
Keep in mind, this torch only prevents spawns from low light levels - the natural spawns.
Spawns from artificial sources like monster spawners are NOT blocked. This allows using the torch near your monster farm and also prevents players from trivializing dungeon mods like Rougelike Dungeons. For this I've added special support for vanilla and extra utilities spawners. Other spawners, like from EnderIO work just fine. If you find any spawner that does not work properly, report it on my github
The Mega Torch also offers the ability to burn out. This feature is disabled by default. If enabled, the torch will burn out after a configurable amount of time. You can define items, that can re-light those burned torches in the configs or via some special NBT magic.
Dread Lamp
Ever tried to build in a jungle or underwater and got permanently invaded by pesky bats, cats and squids? This dreadful light source will prevent spawning of any passive entity in a large area around it (64 blocks radius by default). Existing animals are not affected by this lamp and breeding them works as well.
Terrain Lighter
Minecrafts earlygame can be pretty daunting, especially at night. Lighting up a fairly big area around your base in the first few days of playing a new world is not only annoying, but time consuming as well. Put down this little fella, feed him some torches, any furnace fuel (like coal or just wood) and give him a redstone signal and he will light up the area around with torches. He is not perfect, but he gets the job done well enough
Version Support
Torchmaster is available for the following versions of Minecraft
1.12 Fully Supported
1.11.2 Only Bugfixes
1.11 Not supported, upgrade to 1.11.2
1.10.2 Only Bugfixes
Known Issues
There is currently a known issue related to chunk loading. If the torch is not chunkloaded, it is not able to block any spawning in sourrounding chunks!
This will be fixed in an upcoming release.
Planned Features
I do not intend on overloading this mod with features, so its more or less "complete". There are a few minor things i still want to change tho:
Improved Terrain Lighter: Add configuration options like torch placement and distance to the Block GUI
Forge Energy Support for the Terrain Lighter?
Volume Renderer for Mega Torcha and Dread Lamp to show the area of effect
I wont look into this forum every day but I will get notifications if something happens on my github repositories
Modpack Permissions
This includes all of my mods on curseforge:
You can include any of my mods in any modpack as long as you provide a modlist that contains the following information (excluding libraries):
Modname
Author
Website (Github, Curseforge, etc)
If your players have issues with the mod, please make sure they are on the latest version available.
It's done when its done. Minecraft 1.7 had so many changes (over 500k lines of code have changed), the public testing phase might last longer then a week. I guess, we can expect a stable version (and some updates mods) in february.
VERY useful better than basic, most popular microsoft programming language, and you can make some good sutff
I don't agree that C# is better than basic. For sure, c# is good, but it doesn't matter which of both you are using.. Things you can do in basic can also be done in c# with the same amount of time and lines of code. Both of them make heavy use of the .Net-Framework and because of that, you can also mix basic and c# classes in your project without the need of wrapperc-classes (after compiling them to a DLL, which is quite simple in Visual Studio).
I'm interested in your project, since I'm quite good at c#, but I don't want to join your team. I don't have enough time to code a whole server and help maintaining it. But some little contributions may be possible.
well, where is your problem? When you don't have any programming skills (especially java), creating your own mods would become impossible.
You could switch over to a server wrapper (like bukkit, simpleServerWrapper, etc) and use their mods.
1. Install MCP (Minecraft Coder Pack) and meet all its requirements
2. Decompile and modify the Server and/or client source code using your Java coding knowledge
3. Recompile and Reobfuscate the Source
4. Put all Class files into the server/client jar files
5. Play on your modded server
0
Hey, thanks for clarifying. I will definitely keep this mod in mind if I ever encounter this issue.
Last thing though, could you plug in a link to the source? I'm just curious what exactly is happening in the background. (see point 3 of the coremod policy)
0
Hey, could you make your mod compliant to the forge core mod policy?
http://www.minecraftforge.net/forum/topic/58706-regarding-minecraft-112-and-policy-changes/
Especially point 2 and 3 are really important (in my opinion). I'm not sure what exactly you are doing, but this seems to be quite a hack - and should be fixed in the offending mods or in forge/netty directly.
There is probably a reason why there is a limit to the packet size and you dont talk about possible issues that may occur when using this core mod.
0
Updating a MOD from 1.13 onwards should be simple but the update to 1.13 will probably really harsh. A lot of mods use the metadata system for their blocks (and sub blocks) which is being removed in 1.13 and we don't know how much work it will be to move to the new system. Also, dinnerbone said they will update lwjgl which can have a major impact on mods that do fancy rendering. But we will see. All I know are tweets from dinnertime that say it won't be easy to update :/
0
JamiesWhiteShirt maintains a list of mod ideas for small'ish mods that you can find here: https://docs.google.com/document/d/10EDeU8_gGPBNcmZg_m9QTCuiRee-Ifw8dNWUTlGqWlg
0
1.7.10 lasted for way more than 2 years, whereas 1.10+ only have a few months in between. The issue is, 1.8. and 1.9 were a non-factor in mod development. There was just way more time to develop for 1.7.10. In addiiton a lot of people dislike certain changes done since 1.8 like the new block rendering system, the move to more data-driven development in form of json files and the combat update. Most modders moved onwards to 1.11 and 1.12 really quickly due to how easy the update-process was (as long as your mod didnt have a ton of legacy code like EnderIO or Buildcraft)
A lot of people think 1.12.1 will be the next 1.7.10 in regards of its lifecycle. I think the update to 1.13 will be hard and we will lose a fair amount of mods (again), but i dont think it will last as long as 1.7.10 did.
0
No. If you want to control what Items are left behind in the crafting matrix, no matter if damaged or not, you will need your own IRecipe. You will also need to apply the damage to the item yourself.
0
How did you install forge? Your post suggests you just dropped it in the mods folder, which does not work. The jar you get from the minecraftforge website is an installer. You need to run the jar and then select "install client". This will create a new "Version" in the Minecraft launcher - so, after installing the Forge version, you will need to select the correct version in the launcher, after installing it.
Alternative:
Use another launcher, like MultiMC or twitch.
I prefer MultiMC because it is platform independant and you can easily manage multiple Minecraft installations.
If you want to install a different version of forge, just click Install Forge again and select the version you want to use. No need to create a new profile or re-install the mods.
0
By default, Minecrafts recipe will remove all items from the crafting matrix and place the result in the crafting output slot (which is the behavior you observe). The only exception are Container objects like Buckets. If you want the same behavior for your items, you will need to create your own IRecipe.
I dont have a 1.7.10 Minecraft instance ready, but the general concept is:
Like I said, I cant give you 1.7.10 example code but there should be a ton of example on the internet when searching for IRecipe implementations.
0
This is actually a known issue with forge :/ https://github.com/MinecraftForge/MinecraftForge/issues/4020
We will need to wait until this is fixed, sorry. Forge 1.12 is not ready yet for playing.
0
Update to Packing Tape 0.6.3, acoording to the Github, it fixes that bug.
1
I just realized i never made a thread here Time to do that!
Torchmaster
(Mod Idea based on the Magnum Torch [Extra Utilties 1] by RWTema)
It's always nice to have a few hundred (thousand?) torches placed around your base and you still get those unexpected visits from unwanted neighbors, just because you forgot to light up that dark little corner in the cellar. Right? Yeah, probably not.
Torchmaster adds 3 new blocks to the game, that help you control spawns in an area around your buildings.
Mega Torch
This magical torch emits light just as strong as a glowstone block (15). But the Mega Torch is not just another expensive light source, it will also prevent spawning of hostile entities due to low light levels in a decently big radius (32 blocks by default) around the torch. So you can finally start building those dark cellars or barely lit villages without fearing an invasion of zombies at night.
Keep in mind, this torch only prevents spawns from low light levels - the natural spawns.
Spawns from artificial sources like monster spawners are NOT blocked. This allows using the torch near your monster farm and also prevents players from trivializing dungeon mods like Rougelike Dungeons. For this I've added special support for vanilla and extra utilities spawners. Other spawners, like from EnderIO work just fine. If you find any spawner that does not work properly, report it on my github
The Mega Torch also offers the ability to burn out. This feature is disabled by default. If enabled, the torch will burn out after a configurable amount of time. You can define items, that can re-light those burned torches in the configs or via some special NBT magic.
Dread Lamp
Ever tried to build in a jungle or underwater and got permanently invaded by pesky bats, cats and squids? This dreadful light source will prevent spawning of any passive entity in a large area around it (64 blocks radius by default). Existing animals are not affected by this lamp and breeding them works as well.
Terrain Lighter
Minecrafts earlygame can be pretty daunting, especially at night. Lighting up a fairly big area around your base in the first few days of playing a new world is not only annoying, but time consuming as well. Put down this little fella, feed him some torches, any furnace fuel (like coal or just wood) and give him a redstone signal and he will light up the area around with torches. He is not perfect, but he gets the job done well enough
Version Support
Torchmaster is available for the following versions of Minecraft
Known Issues
There is currently a known issue related to chunk loading. If the torch is not chunkloaded, it is not able to block any spawning in sourrounding chunks!
This will be fixed in an upcoming release.
Planned Features
I do not intend on overloading this mod with features, so its more or less "complete". There are a few minor things i still want to change tho:
Bugs and other issues
Please report any bugs on my github repository at https://github.com/Xalcon/TorchMaster
I wont look into this forum every day but I will get notifications if something happens on my github repositories
Modpack Permissions
This includes all of my mods on curseforge:
You can include any of my mods in any modpack as long as you provide a modlist that contains the following information (excluding libraries):
If your players have issues with the mod, please make sure they are on the latest version available.
Downloads
See CurseForge for a full list of downloads.
Stuff
Twitter: https://twitter.com/xalcon_
Github: https://github.com/Xalcon
Reddit: https://www.reddit.com/user/xalcon
I also hang around in the MMD Discord
0
0
I don't agree that C# is better than basic. For sure, c# is good, but it doesn't matter which of both you are using.. Things you can do in basic can also be done in c# with the same amount of time and lines of code. Both of them make heavy use of the .Net-Framework and because of that, you can also mix basic and c# classes in your project without the need of wrapperc-classes (after compiling them to a DLL, which is quite simple in Visual Studio).
I'm interested in your project, since I'm quite good at c#, but I don't want to join your team. I don't have enough time to code a whole server and help maintaining it. But some little contributions may be possible.
Are you using any existing project as a base?
0
well, where is your problem? When you don't have any programming skills (especially java), creating your own mods would become impossible.
You could switch over to a server wrapper (like bukkit, simpleServerWrapper, etc) and use their mods.
0
2. Decompile and modify the Server and/or client source code using your Java coding knowledge
3. Recompile and Reobfuscate the Source
4. Put all Class files into the server/client jar files
5. Play on your modded server
Sounds easy, doesn't it?