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Welcome to the wretched hive of scum and villainy that is the Minecraft Modding Thread! The modding community has a nasty reputation of being both unpleasant and stupid, but don't worry, we can help you find the gems in the hellhole that is Minecraft Modding. What kind of mods are there for Minecraft you ask? Well, the better question is really, What kind of mods aren't there. From total conversion RPG mods to ones that add poop armor or assless chaps, you can do anything with Minecraft mods. Helpful Tools & Links MCF Mod List - A gigantic centralized repository of what mods are updated for what version. MultiMC - The single best Minecraft profiler out there. OptiFine Minecraft Forge's File Server - Click the *s to skip ad.fly Wylker's Youtube Channel - Similar to Direwolf in that he does mod spotlights and an LP. Different in that he is a goon who is in possession of a silky smooth tenor voice and his videos don't make you fall asleep. Owlcraft - Sharktamer and co. make an LP. With video editing! Pretty good. DireWolf20's Youtube Channel - Like it or not this is the first and/or only source of information for many mods. Plus + GIS Pictures of Trains Pack + Portal Gun & Also Chocobos & A Crab Tattoo v.1.2 Modded Goon Servers SA Toast Server OMP Servers - Go here to get support for OMP stuff FoxForge Luddite Thaumcraft Goonsquare Insert Coin(s) Communist Craft PM me if you have a modded server you'd like to see in the OP Launchers are programs that automatically download and install any mod packs that are distributed through them. Additionally, many launchers have additional features such as allowing automated distribution of custom mod packs, texture packs, or maps. Here are a couple of the most popular launchers: The Technic Platform is a new mod(pack/map/config/cake) distribution service that is based out of the brand-new Technic Launcher. The Technic Launcher has historically pioneered the development of mod pack launchers, dragging the Minecraft Modding community kicking and screaming (literally) into a new era of not-forcing-users-to-manually-install-every-mod. With the introduction of the Technic Platform, anybody can create their own custom modpack and easily distribute it. Look for all the best modpacks such as Tekkit, Hexxit, Big Dig, the OMP series, or Toast here. All your dreams. Wiki #technic on irc.synirc.net The FTB Launcher is a launcher originally developed as a simple means to distribute the very popular FTB map. In reality, it was made as a "legal" successor to the "illegal" Technic Launcher (also for the head dude to stream), and is generally not quite as good. A variety of mod packs are distributed through the FTB launcher, most of which are pretty similar, plus or minus a couple mods. The people behind this launcher have called the Technic team a "bunch of web developers" as an insult. Link Mod Packs are simply compilations of mods that have been configured to work properly together and can be downloaded as one package. Some mod packs are just that, everything working together, while others go the extra mile and configure everything to work well as a mod pack, or add in special mods specific to the pack. Many mod packs are distributed through launchers, while many require users to install the contents to an appropriate Minecraft directory (this is fairly rare nowadays). It seems there are as many mod packs as there are people who play Minecraft, so here are some of the most popular ones (all of which are distributed through the Technic launcher, and all of which come with dedicated server packages): The Technic suite of mod packs are carefully cultivated collections of awesome mods that massively expand what you can do in Minecraft. They are designed to showcase the best of the best while at the same time being rock-solid in performance and reliability. Tekkit is the current flagship modpack, using Minecraft version 1.5 with all the new goodies it brings (*cough* spaceships *cough*). Tekkit Lite is for Minecraft version 1.4.7, and Tekkit Classic is for the ancient Minecraft version 1.2.5. Mods get phased in and out with time and relevance, so each modpack has a different collection of great mods. Big Dig is another tech-based modpack that's specifically configured for abundant resources, in order to cut down on the tedium of collecting the 32 stacks of iron you need for your ultra-pig-robotizing machine or whatever. Big Dig was originally started as an experiment to see what it took to get explicit or implicit permission to use each mod included, and was largely successful. Sensing an opportunity, the Technic team brought the creator aboard and foisted all pack-making duties onto him. Hack/Mine is a total conversion mod distributed through the Technic launcher that changes Minecraft into some sort of awesome Roguelike, dungeon crawler. Sprawling dungeons, mob variety, spells, classes, and stats are all things to explore in Hack/Mine. Multiplayer is fully supported, but the mod is on an older version of Minecraft, is inpependent of Forge, and is very much an alpha. Everything you Need to Know OMP ((Formerly FTB+)Formerly Plus+) originally started as a simple pack that consisted of every mod Rutibex could conceivably add to Minecraft without it crashing and burning. Later, a different team picked up the idea, refined it, and maintained it. If you want a mod pack with as many mods as possible that is still as stable as you can get in Minecraft, then the OMP series is for you. Website #plusplus on irc.synirc.net Toast is another (very large) goon-made modpack that aims to collect together all the best mods, similar to the the Plus and OMP series. Has a fast update schedule and so far has been very stable for such a large pack. Platform Link SA Thread #toast on irc.synirc.net Mods add or change the base Minecraft game in a variety of cool ways. From simple quality-of-life changes, to adding whole spell systems, resource tiers, or tech trees, if you can think of something, there's probably a mod out there that does it. There are thousands of mods out there, most of which are poo poo, however, here are some of the best ones available: Applied Energistics - Store your billions of items in a server rack Audiotori - Add, replace, or remove sounds and music with cascading sound packs. Backpacks - Storage on the go Balkon's Weapon Mod - Lots of new weapons Better Storage - Chests and crates and more Bibliocraft - Stands and shelves and desks, oh my! Buildcraft - Ye Olde Buildcraft. Old, unreliable, and used by everyone and their mother. Chest Transporter - Move. Chests. ChickenBone's Mods - Lots of essential mods including NEI Clay Soldiers - Make soldiers and make them fight! ComputerCraft - Adds computers and turtles that can be programmed in LUA Craft and Enchant - Craft enchanting scrolls Dimensional Doors - Open doorways to pockets in spacetime! Ender Storage - Link chests between dimensions. See Ender Tanks for liquids. Equivalent Exchange 3 - Still in early alpha, but is looking pretty good. Very divergent from EE2 in a good way, making many goons mad ExtraBiomesXL - Adds in lots of extra biomes, screws with most mods that interact with biomes such as Forestry Factorization - BARRELS Forestry - Not really that good, but some people swear by its spergy Bee Breeding system Galacticraft - Spaceships. Spaceships in the vacuum of space. GLSL Shaders - Adds a variety of post-processing effects to Minecraft. Can murder your fps but the end result is Some friendly goons have made an awesome preconfigured shader pack GregTech - Expansion for IC2, somewhat akin to wearing mittens woven full of bullet ants. Made by a jerk. Immibis Mods - A chunk loader, RP2 addons, and more neat things IndustrialCraft 2 - Giant Tech Mod (TM), electricity, nukes, the works Inventory Tweaks - Adds inventory sorting, auto-replacing, and more Iron Chests - Series of upgradeable, progressively larger chests Liquid Metal - Melt down metal and put it into tanks. Vats of molten iron Logistics Pipes - Pipes that craft items, supply machines, and more Mapwriter - A very nice minimap mod with a scrollable map Matmos - Adds nice ambient sounds. CONFIGURE IT BEFORE COMPLAINING MFFS - Really fantastic forcefield mod Millenaire - Really buggy, massive memory hog. Adds NPC villages that grow and trade and poo poo. MineChem 3 - Break down materials, make new materials. Really cool. Mo' Creatures - Ever felt Minecraft needed 12 varieties of songbirds? (Vanilla horses are snagged from this mod) Modular Powersuits - Make power armor and slot tech into it. Goon-made and . Check out the addons as well for lots of extra modules. Mystcraft - A whole dimension-hopping system, loosely based off of the Myst games OmniTools - Wrenches that work on everything, convert copper ingots into other copper ingots Portal Gun - Faithful adaptation of the portal gun into Minecraft. Put a portal on the moon. PowerCrystal's Mods GOON MODDER - Machines to convert between power systems, ores in the nether, farming tech, redstone cables Project Bench - Crafting bench combined with a chest Project Zulu - Ever felt Minecraft needed 12000 squirrels in 1 block? Railcraft - Complete overhaul of the vanilla rail system, also has tanks and is made by a crazy jerk Redpower 2 - Sensible redstone wiring, frames that move blocks, cool machines. Is updated about once a year. Maybe. THIS MOD IS DEAD Redstone in Motion - Move blocks, move pigs, move the world Rei's Minimap - Adds a minimap with waypoints and all that jazz Runic Dust - Place dust on the ground to cast a bunch of neat spells Steve's Carts - Wait 12 hours to get a dumb-looking cart that can do a bunch of poo poo. In my opinion rather ugly. TerraFirmaCraft - TOTAL CONVERSION MOD that makes Minecraft more Dwarf Fortress-ey Thaumcraft 3 - Alchemy, golem workers, wisps, cool stuff Thermal Expansion - Another big tech mod that can pretty much replace IC2, really really good machine options. Goon-made. Tinker's Construct - Make custom tools, also has a neat ore smelting system. A bit rough around the edges. Treecapitator - Cut down trees in one fell swoop tukmc - Alternate UI which looks pretty nice, but it's not for everyone. Inspired by tukui for WoW. Twilight Forest - A new dimension with bosses and puzzles and other awesome poo poo Universal Electricity - A whole suite of mods all using the UE mod API, lots of potential. Be forewarned, extremely buggy. Xeno's Reliquary - Made by the author of EE2, adds in a huge variety of miscellaneous useful things. For a more comprehensive listing, I refer again to the MCF Mod List. Texture Packs are something you'll probably use even if you don't use any mods at all. However, finding one that supports whatever mods you're currently using can be tricky. Here are some popular texture packs that have good (or maybe just some) mod support: Sphax is a cell-shaded cartoony style pack. Several sizes are available, probably has the most comprehensive mod support out there. Site Mod Patches Soartex also has quite a bit of mod support. It goes for a more realistic look than Sphax. Forum Thread John Smith Technician's Remix is another pack with fairly good mod support. It's a very clean and nice-looking pack that won't kill your computer with massive textures. Site Dokucraft is another very nice low-resolution texture pack with great mod support. Site Sharktamer's patch compilation Many cool Maps are available that rely heavily on mods. These can sometimes be distributed through a launcher, but often rely on the user to install them properly. Here are a couple cool ones: Skyden is an interesting map that combines skyblock survival, FtB, and NPC interaction with quests. Vib Rib posted:
Plus Block is a more open-ended kind of map in the style of FtB maps. Rutibex posted:http://www.mediafire.com/?hcfscrvbwdkuq7u Modding Minecraft, or even just installing some mods can seem like a daunting affair, but is really quite simple when you understand the basics. I'll walk you through these basics. How to Manually Install Mods https://www.youtube.com/watch?v=6-rQa-MPYuE Navigate to your minecraft folder. For Windows this is in C:\Users\[YourNameHere]\AppData\Roaming\.minecraft (or .technic) while for Macs this is C:/Users/[YourNameHere]/Library/Application Support/minecraft Place the mod in either the mods or coremods folder, as the instructions direct. If the folder doesn't exist, make it. DO NOT EXTRACT ANYTHING UNLESS EXPLICITLY TOLD TO. On first run the mod should generate a config file (or multiple) in the config folder, or sometimes somewhere else. Edit this to change settings and IDs. The process for installing mods on a server is identical, except for the path. Take care not to install a client-only mod such as Rei's Minimap onto a server. If you need to install Forge, all you need to do is open up minecraft.jar in you bin folder, delete the META-INF folder inside, and extract the appropriate Forge version into the jar. A quick guide to making a Platform Pack Installing Forge and MCP Forge and MCP are the two essential tools you'll need in order to create or modify Minecraft mods. Luckily, their installation is almost completely automated at this point. Simply grab the desired Forge version from the Forge File Server and extract it somewhere. Now navigate into the 'forge' folder and run the appropriate install script. Forge will now automatically download MCP as well as all other required files, and automatically decompile and deobfuscate. It will even prepare a workspace in forge/mcp/eclipse for you to plug into your IDE. Grab a cup of coffee while this happens. Decompiling Mods To decompile a mod and view its underlying code, use the fantastic JD-GUI program. Simply extract it somewhere and drag the mod onto the icon. However, mods needs to be obfuscated in order to work with the base game, so any vanilla classes, methods, or variables in the mod will be gibberish. If you just need to know a handful of unobfuscated names from a mod for a current Minecraft version, make use of the fantastic MCPBot to look them up. If you would like to deobfuscate an entire mod, first install the appropriate Forge source version along with the MCP, run the recompile script, then install BON. Open up BON, specify the correct Forge source directory, then enter in the obfuscated mod path, as well as an output path, then run it. At this point you should be able to open up the outputted deobfuscated mod with JD-GUI. Making a Mod The best way to learn the ins and outs of Minecraft modding is to check out the code of other existing mods, and just dive right in. Here are some good places to start: https://github.com/skyboy/MineFactoryReloaded/ https://github.com/Shukaro/Artifice https://github.com/pahimar/Equivalent-Exchange-3 https://github.com/cpw/ironchest https://github.com/BuildCraft/BuildCraft https://github.com/Deadrik/TFCraft https://github.com/Rushmead/MineChem https://github.com/RebelKeithy/Metallurgy3 https://github.com/erogenousbeef/BigReactors https://github.com/StevenRS11/DimDoors/ https://github.com/KingLemming/CoFHLib https://github.com/micdoodle8/Galacticraft https://github.com/RS485/LogisticsPipes https://github.com/Andrew2448/Andrew2448PowersuitAddons https://github.com/Kobata/inventory-tweaks If you ever have any questions, there are always people (and/or goons) who are happy to answer them: #technic on irc.synirc.net #powercrystalsmods on irc.esper.net #mps on irc.esper.net #minecraftforge on irc.esper.net Many goons mod minecraft, and there are many neat upcoming projects. If you are currently working on something, please shoot me a PM so I can feature you here! Jenkins The Technic team hosts a Jenkins build server for many different projects. It can be found here. Goon Modders AKA Neckbeard-Havers power crystals - Made the fantastic MFR (now maintained by skyboy here) mod among others. Clairetic - Otherwise known as MachineMuse, makes the kickass Modular Powersuits mod. KingLemming - Maker of the awesome Thermal Expansion. Culinary Craft CulinaryCraft is a mod being developed by sct which focuses on food, farming, and cooking. (On hiatus) http://build.technicpack.net/job/CulinaryCraft/ Big Reactors Erogenous Beef's baby, adds multiblock nuclear power generation. https://github.com/erogenousbeef/BigReactors Site Artifice Artifice is my project. It adds some cool stuff like blocks, check it out! Gallery http://build.technicpack.net/job/Artifice/ Forum Thread Ender Ore Ender Ore is a small mod originally made for the Big Dig pack which simply adds an ore which when mined drops Ender Dust, which can be crafted into Ender Pearls. http://build.technicpack.net/job/EnderOre/ Hexxit Gear Hexxit Gear is another mod by sct which adds in different armor sets which give buffs. As you might guess, made explicitly for the Hexxit mod pack. https://github.com/sct/HexxitGear Syenite fucked around with this message at 04:43 on Jan 25, 2014 |
# ¿ Jul 26, 2013 19:07 |
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# ¿ Apr 26, 2024 18:49 |
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Reserved
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# ¿ Jul 26, 2013 19:08 |
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Vib Rib posted:The new OP is very clean and comprehensive. A+ editing and maintenance! Updated to reflect the fix. Also thanks!
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# ¿ Jul 26, 2013 19:39 |
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wylker posted:Don't forget to get a detailed timeline/history of CJ drama Shukaro! There's only so far down the rabbit hole I'm willing to go man! counterfeitsaint posted:Not sure if you have any specific criteria for mods to get added to the list, but the only one I'm fond of that isn't there is Bibliocraft, it adds fancy bookshelves and display shelves and lets you pretend you're decorating your house in Oblivion. I think it's in Hexxit by default. I just finished updating the recommended mods list in the OP as well (it's the most annoying part, so it came later).
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# ¿ Jul 26, 2013 23:44 |
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Just finished updating Artifice to 1.6.2, so you can grab the latest stable version of it here if you're interested.
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# ¿ Jul 30, 2013 02:32 |
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Squirrelo posted:Maybe it's just other mods that are worldgen-heavy or long-term heavy like thaumcraft? Yeah, if you manage to steer clear of the myriad obscure compatibility issues, Ars just takes a huge amount of resources, to the point where it can trigger serious issues in other mods. Also in my opinion it doesn't look very good.
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# ¿ Jul 30, 2013 03:05 |
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Vib Rib posted:Boy I feel stupid asking about steam boilers again, but here I am having the same problem as I was months ago. You'll want more steam consumers, I find that 4 is more than enough for a max size HP boiler, and you'll also need to make sure to attach liquiducts to more than one side of each of course. Your Mekanism issue is due to an outdated API... somewhere. Delete any mekanism folders in other mods and it should sort itself out. Probably. (UE breaks every other day)
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# ¿ Aug 4, 2013 06:55 |
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Kroagnon posted:I was the one Straw was referring to having this problem, we went through and did about a million things including manually installing that file and changing all the permissions. It finally ended up just being that Minecraft decided I needed to run it as an administrator. Worked fine since, but I still have to run it that way every time. This is probably why
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# ¿ Aug 7, 2013 23:32 |
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Jaramin posted:I tried using the new scaffolding in Toast (from Artifice I think?), and I accidentally put the scaffolding too high and it ran into the tree I was trying to chop down from the top. Now the game has crashed because two blocks are technically in the same spot I guess. Is there any way to fix this or am I screwed? For people who were having this issue + issues with upgrades crashing with power armor or issues with 'air' blocks I've backported some fixes from the 1.6.2 branch to 1.5.2 which can be found here: http://build.technicpack.net/job/Artifice/Stable%201.5.2/
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# ¿ Aug 10, 2013 19:00 |
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SugarAddict posted:hey Shukaro! OmniBeer posted:I just picked up Toast for the first time in a long time a few days ago, and while I didn't get killed, I did jump out of my skin when I first cracked an Ender Ore. Hehe, my thought process basically was "Hmm this seems kind of boring... I know how to fix this, endermen." (it's going to get even funnier soon )
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# ¿ Aug 22, 2013 03:59 |
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m2pt5 posted:Any reason you're not using tesseracts instead? Ender tanks are cheaper and less of a pain to make, plus they look fairly neat and you can tell what's in them/how they're configured at a glance.
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# ¿ Sep 4, 2013 23:42 |
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Khorne posted:Does anyone here have experience with attempting to contribute to UE and its children? I've found 8 ways to cause constant server crashes so far, 3 infinite power loops, and tons of things that should change. I've only been playing with it less than a week, and I haven't looked at the code (or any minecraft mod code) or even attempted to break things. I get the impression whoever develops the mods doesn't even try to use them in survival, but instead thinks of a block, mashes code together until it compiles, sees if it works as they envisioned it working, and then goes and codes something else with no regard toward use cases, unit testing, gameplay progression or even letting people know how things work. Some UE mods do use version control (for example mekanism does) but many don't, and trying to actually get in touch with them or working things out with them, or getting them to accept pulls or even just communicate is typically a nightmare. The UE 'api' issues breaking changes basically every other update. Everything about UE is a nightmare to work with from a coding standpoint. (For example they once took the wither debuff and changed it into radiation poisoning. Yes, the vanilla debuff. That broke things.) Most developers hate or refuse to support it, because the people behind UE just don't think about consequences, or bugtest, or follow coding standards. Some of them are getting a bit better though. A little bit. edit: Big Reactors specifically is not a UE mod, it just supports that power provider. Syenite fucked around with this message at 00:58 on Sep 8, 2013 |
# ¿ Sep 8, 2013 00:55 |
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Magmarashi posted:Why in the hell would KL hand his mod over to someone so closely affiliated with them, Jesus Christ. TE R.I.P. It's possible that KL asked Myrathis to make it open-source but I wouldn't get your hopes up, sadly.
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# ¿ Sep 8, 2013 01:47 |
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fondue posted:So, does anyone whom answered here actually write mods or just rampant speculation from reading message forums? 1.5 to 1.6 is not a giant leap, certainly not catastropic. It just introduced resource packs which change how you need to handle textures, sounds, and localizations. Source: Myself, who writes mods
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# ¿ Sep 9, 2013 18:38 |
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I'm streaming some various coding things with music, if anybody happens to be interested. http://www.twitch.tv/shukaro
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# ¿ Sep 9, 2013 23:03 |
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SugarAddict posted:Are you going to post this on youtube, some people might take this as a learning experience, and I know a few people at college that would watch something like this. All the stuff should be available via twitch VODs, so I'll link those when I'm done.
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# ¿ Sep 9, 2013 23:37 |
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Here are the new 1.6.2 and 1.5.2 versions of Ender Ore, as coded on stream. http://build.technicpack.net/job/EnderOre/16/artifact/build/dist/EnderOre-1.0-16.jar - 1.6.2 http://build.technicpack.net/job/EnderOre/18/artifact/build/dist/EnderOre-1.0-18.jar - 1.5.2
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# ¿ Sep 10, 2013 00:31 |
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I think I'm done watching things compile for the night, updated versions can be found on the Jenkins, with 1.5.2 builds conveniently tagged as such. http://build.technicpack.net/job/Artifice/ http://build.technicpack.net/job/EnderOre/ Here are the VODs for the stream, I think I'll do this more often, in case anybody is curious. http://www.twitch.tv/shukaro/b/459023401 http://www.twitch.tv/shukaro/b/459091999
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# ¿ Sep 10, 2013 02:38 |
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fondue posted:Is there a wiki page on your mod? Sure is, I (or somebody) do need to update it though. http://wiki.technicpack.net/Artifice
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# ¿ Sep 10, 2013 03:19 |
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Streaming some more code stuff tonight http://www.twitch.tv/shukaro Edit: EVERYBODY LOVES BUILDFILES RIGHT???? Syenite fucked around with this message at 01:19 on Sep 11, 2013 |
# ¿ Sep 11, 2013 00:16 |
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Now that that's taken care of, I can do things-that-aren't-build.xml Edit: taking a break from java for the night Syenite fucked around with this message at 02:27 on Sep 11, 2013 |
# ¿ Sep 11, 2013 02:18 |
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Cantorsdust posted:Shukaro, 159 makes my server crash, but 157 doesn't. Whoops I forgot to sideonly a thing, I'll fix it tomorrow.
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# ¿ Sep 11, 2013 04:46 |
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Streaming some stuff that isn't tweaking a build file http://www.twitch.tv/shukaro Edit: That was much more interesting than buildscripts, new stable builds for everybody! Here's the VOD: http://www.twitch.tv/shukaro/b/460082095 Syenite fucked around with this message at 04:15 on Sep 12, 2013 |
# ¿ Sep 12, 2013 02:50 |
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Enzer posted:I really wish that mod developers like him would just find a new game to latch onto already. But then Minecraft wouldn't have Flowerchild rants. That is unacceptable.
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# ¿ Sep 12, 2013 04:51 |
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Pidmon posted:Just plaster censor bars everywhere and change the audio of disc 13 to 'better than better than better than wolves' and call it a day. I'm imagining that going something like this http://tehurn.com/frankerz
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# ¿ Sep 12, 2013 15:03 |
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Cantorsdust posted:Nice catch! I just tracked it down to a new update of Artifice, which overwrites the iron -> refined iron recipe with iron -> steel when smelting. There's an option in the config to turn it off. I'll push out an update shortly. You can fix it manually by going to Artifice.cfg and changing B:"Steel Smelting" to false. "new"
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# ¿ Sep 15, 2013 22:19 |
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Enzer posted:So how much poo poo is going to erupt when Mojang does away with static IDs, or is this not going to be that big an issue? Every mod will need to rewrite their ID defining code (mostly just cutting out obsolete lines). Thankfully it's not really too big of a deal.
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# ¿ Sep 18, 2013 17:00 |
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Enzer posted:I think he was laughing at the "when the API comes out" part, which usually happens when the API is mentioned in the modding thread. Talking about "when the API comes out" is rather dumb, since it is, at best at their current rate of progress, years away, or at worst never happening. You don't need to defend Mojang all day every day.
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# ¿ Sep 18, 2013 22:26 |
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Fuego Fish posted:Oh, certainly. Make no mistake, I am loving hyped for the possibility of a modding API doing so many good things. If can go some ways toward helping to kill off even some of the lovely behaviour in the "Minecraft modding community", I will be happy. The part of the community that seems to be entirely populated with angry manchildren who don't understand copyright law in the slightest, anyway. If a mod API does end up coming out I will put on nobody of any import using it because I can, with 95% certainty, say that it will be crippled and useless for all but the most mundane of tasks. There is no way short of integrating Forge's codebase where they could even hope to offer a fraction of its functionality. Of course Forge will hook into the API and provide whatever useful function it does end up offering so that people won't need to use it. tl;dr if a modding api comes out it'll suck and nobody will use it
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# ¿ Sep 19, 2013 02:19 |
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# ¿ Sep 20, 2013 23:45 |
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Enzer posted:
Eh this is fairly annoying but it's literally just alt-shift-r refactor a bunch of things to BlockXXX.
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# ¿ Sep 26, 2013 03:39 |
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You really shouldn't be using Optifine because A) You probably don't need it anymore and B) It breaks mods at random.
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# ¿ Sep 27, 2013 23:56 |
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President Ark posted:If there isn't a way to disable that feature being able to grab & store entities I see that block being banned on literally every server running AE. There's about a million ways to grief with that. What you might call a grief I would call curating a collection of players and player by-products.
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# ¿ Oct 8, 2013 21:25 |
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So recently they recoded the rendering stuff and added stained glass with properly rendered backfaces. This means I can cull the tangled mess of rendering code I currently have.
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# ¿ Oct 10, 2013 21:11 |
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Could someone running a 1.6.4 (maybe 1.6.2? I dunno about that) server throw this on and see if it dies when boxes are shift-crafted or shift-uncrafted? http://build.technicpack.net/job/Artifice/188/artifact/artifacts/Artifice-1.1.3-188.jar Edit: as in put things in and take things out, not making the boxes Syenite fucked around with this message at 00:17 on Oct 15, 2013 |
# ¿ Oct 15, 2013 00:07 |
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thevortex- posted:I had a crash pressing 'shift' on the main(menu) screen. Had 100 other mods loaded(1.6.4) at the time, but the crash was from Artifice, KeyPress(dont have the exact log right now, can dig it up when i am at home if you need it.) No need to dig that up, I'm rewriting a lot of old code to get rid of a bunch of weird stuff and make it possible to do new things.
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# ¿ Oct 15, 2013 17:45 |
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It's times like when I'm rewriting my connected texture code that I really wish pistons could just push tile entities.
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# ¿ Oct 15, 2013 21:59 |
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KingLemming posted:Why do you have to be so awesome, Muse? Seriously. Is TE still closed-source? Other than that
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# ¿ Oct 16, 2013 20:55 |
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# ¿ Apr 26, 2024 18:49 |
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1.7 is dropping tomorrow, 15 CEST https://twitter.com/jeb_/status/393400494405980160
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# ¿ Oct 24, 2013 18:50 |