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Syenite
Jun 21, 2011
Grimey Drawer


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.

:siren:Helpful Tools & Links:siren:
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! :aaaaa: 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. :getin:



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! :black101:
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 :drat: 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 :krad:. 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 :siren:GOON MODDER:siren: - 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:


ChocolateySyrup, with whom I made a handful of mods back in the day, is making a Skyblock map with a loose story called Sky Den, which I've had the pleasure of helping to test. It's designed so that every item in the game is renewable or farmable, so unlike some Skyblock maps you won't run out of gold or what have you.
Though it's mostly open like most Skyblock maps, it also uses the Custom NPCs mod to add characters you can talk to, buy from and sell to, and so on. In addition to normal Skyblock fare, you can do quests for NPCs to unlock new farmable resources and progress towards a sort of endgame. The NPCs are custom-made including their skins, quests, dialog, etc.
It's sort of like Feed the Beast, but with characters instead of machine inputs.





It does require a number of mods to work, including Thaumcraft, Redpower, and Equivalent Exchange. These mods are all included for easy installation.

You can download the Sky Den pack here. (Version 1.1)

Users running 1.0 can patch to the latest using the Cosmic Patch, 1.1 fixes the very annoying Hennepin issues, and this patch will only roll back things that are near the Sky Den.


Bugs and fixes warning:
1. The end portal might not activate unless you place the final eye of ender from 'inside' or opposite the slot, rather than from the outside. For safety's sake, place it from across the portal, not outside. This is a Minecraft vanilla bug apparently. If it still doesn't work you can just use NEI to cheat in some end portal blocks and fill the frames with those manually.


Good luck, and enjoy.



Plus Block is a more open-ended kind of map in the style of FtB maps.

Rutibex posted:

http://www.mediafire.com/?hcfscrvbwdkuq7u
http://www.multiupload.nl/22MXB61OWP

I've been promising it, and now here it is PlusBlock v1.00! I don't know about you but I was getting tired of waiting for a new Feed the Beast challenge map to appear so I decided to make my own! Plus Block isn't just a challenge map though, it's a great way to start off any game of PLUS+ Plus Block lets you play any map and have more fun doing it! Be weary there is over 100 mods here if you don't have a powerful computer you may have difficulties. :v:

Install Instructions
1)Download the Plus+ Launcher and select Plus+ (or PlusMulti/PlusSigma!)
2)Play and have fun, there are no more steps!

Manual Install Instructions
1) Download and install Minecraft 1.4.6
2) Extract the contents of folder "Put in .minecraft" into "C:\Users\Your Name\AppData\Roaming\.minecraft
3) If it asks you to merge any folders or replace any files allow it to do so
4) Delete the META-INF in the minecraft.jar located in the bin directory
5) Extract the contents of the "Put in minecraft.jar" folder into the minecraft.jar.
6) Run Minecraft as normal. Don't let it update or you will break the mod.



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.


:siren: How to Manually Install Mods :siren:
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

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Syenite
Jun 21, 2011
Grimey Drawer


Videos!
https://www.youtube.com/watch?v=CL8TeGmGo2w
https://www.youtube.com/watch?v=SEIKJ3u2VTY
https://www.youtube.com/watch?v=Mut7aYySF_E
https://www.youtube.com/watch?v=iMo_mgoT3jM
https://www.youtube.com/watch?v=gATkt9et9Zw
https://www.youtube.com/watch?v=QXujrwUUAI8

Official Technic Theme :ussr:
https://www.youtube.com/watch?v=lDQ7hXMLxGc

Arts!









Dramas!
http://forums.technicpack.net/threads/lexmanos-vs-flower-child-forge-is-now-run-by-nazis.32725/
http://pastebin.com/cLpV8Be5
https://github.com/BuildCraft/BuildCraft/issues/511

(Censored Version)
http://forums.technicpack.net/threads/railcraft-please-remove.34910/
http://pastie.org/private/30yw2dunfspvp05s9t5uq
http://pastie.org/private/a931xgwwipcbtpfsrvprya

http://forum.industrial-craft.net/index.php?page=Thread&postID=28356

http://pastebin.com/W3iY5VaH
http://pastebin.com/VTAyLeXd



http://pastebin.com/33MaSHgs
https://github.com/github/dmca/blob/master/2013-02-08-Railcraft.markdown
http://pastebin.com/wc4KqeDY
http://dl.dropbox.com/u/2944265/railcraft%20deleted%20issue.html
http://rg.dl.je/jzYcbjmOP2Y947yVCOX37EFnlxuXhj.txt
http://pastebin.com/VfbgVDLq

http://forum.feed-the-beast.com/threads/forge-my-list-of-grievances.20767/page-9#post-250116



http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=7834

http://pastie.org/private/lyv9h0twgrmeuncv8tzjg

http://strider.sunstrike.io/modders-ownership-rights/

http://www.minecraftforum.net/topic/1775798-164050-plunder-rummage-forge-9111dynamic-treasure-hunting/page__st__340#entry28281638


Goon Streams!
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PM me if you have a stream you'd like to list here.

Top Posters in Previous Threads
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Rules for posting in this thread courtesy of Zorak

Please remember the following:
  • Always follow the Something Awful forum and Games subforum rules and regulations! Posts should be thoughtful, contribute something of worth to the topic or be interesting in some manner! If it's not a particularly worthwhile post, you probably shouldn't be making it!
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Syenite fucked around with this message at 04:03 on Jan 25, 2014

Syenite
Jun 21, 2011
Grimey Drawer
Reserved

Syenite
Jun 21, 2011
Grimey Drawer

Vib Rib posted:

The new OP is very clean and comprehensive. A+ editing and maintenance!
If I could make a little request as to Sky Den's already generous inclusion, the download link should reflect the new version 1.1 , which now fixes the Hennepin glitch, so that can be removed. For people who've already started, the Cosmic Patch will implement the rebalances and fixes without mucking up too much of your progress, only reverting anything built near the Sky Den itself.

Updated to reflect the fix. :)

Also thanks!

Syenite
Jun 21, 2011
Grimey Drawer

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! :catstare:

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).

Syenite
Jun 21, 2011
Grimey Drawer
Just finished updating Artifice to 1.6.2, so you can grab the latest stable version of it here if you're interested.

Syenite
Jun 21, 2011
Grimey Drawer

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. :colbert:

Syenite
Jun 21, 2011
Grimey Drawer

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.

My boiler is producing steam, but the steam consumer is only getting 480 mb steam/tick when it should be getting 720. If I remove the top 3 liquiducts entirely, there's no change. I don't think they're affecting it at all somehow. Maybe liquiducts have changed?

I swear this used to work!

This is an old setup I had, using dual boilers. It worked fine, and as near as I can tell I haven't done anything differently.

If you're wondernig why I'm even bothering with Railcraft, it's because I can't get Mekanism working in my Hexxit + Big Dig pack. Error of "NoSuchMethodError: mekanism.api.InfuseRegistry.registerInfuseType".
If this turns out to be too much of a pain I'll just find another power source I guess, but most other options are either low-power or very high-maintenance in comparison.

Also because I thought these tanks would be better than Xycraft's, since Dynamic Liquid Tanks doesn't work right on 1.5.2, but now I'm thinking maybe I made a mistake.
Any help would be greatly appreciated.

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)

Syenite
Jun 21, 2011
Grimey Drawer

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

Syenite
Jun 21, 2011
Grimey Drawer

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/

Syenite
Jun 21, 2011
Grimey Drawer

SugarAddict posted:

hey Shukaro!
I haven't played toast for a long time, and I haven't had a jump scare for a long time, but I honestly didn't expect an endermen to pop out of an ender ore and rape me.

If you were aiming for someone to jump out of their seat, Mission accomplished.

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.

..although it was a bit funnier, because mine was in a wall, so what actually happened was an Enderman spawned inside the wall, and then spent the next 10-20 seconds suffocating and dying.

Still a great design choice. I laughed once I realized what was going on.

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 :getin:)

Syenite
Jun 21, 2011
Grimey Drawer

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.

Syenite
Jun 21, 2011
Grimey Drawer

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.

Mekanism seems better thought out and tested than the other UE mods, but there is also an infinite power loop in mekanism and quite a few things are scarcely documented.

What's the deal with UE? Can outsiders easily contribute to their existing projects? Is it worth it?

edit: I also haven't touched Big Reactors so not knocking that guy at all, and I think UE is a neat idea that needs some serious clean up and documentation. Otherwise I wouldn't be interested in contributing.

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

Syenite
Jun 21, 2011
Grimey Drawer

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. :(

Syenite
Jun 21, 2011
Grimey Drawer

fondue posted:

So, does anyone whom answered here actually write mods or just rampant speculation from reading message forums?

I haven't seen a slowdown in mod releases for 1.6.x, nearly every mod my server uses has been updated to it pretty quickly with the exception of Thaumcraft (of whom the author is a perfectionist that is doing major changes to its functionality).

In so far as actually writing Forge mods, it seems like there is even more functionality available with 1.6 than there was in prior releases. This additional functionality seems to have come at the expense of rewriting chunks of the code such as how resources are loaded - and all of this seems to be for the better over all. I'm not sure where all of this anguish over 'the mod scene is dead' is coming from other than some current modders handing over their work to open source or to other modders whom will continue to maintain and extend them.

[edit]My only knowledge comes from writing my own mod - I started during the 1.5.x release and have worked on it into 1.6. A lot of changes to update from 1.5 to 1.6 were trivial for me but I imagine a large mod with a large code base would have a long undertaking.

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

Syenite
Jun 21, 2011
Grimey Drawer
I'm streaming some various coding things with music, if anybody happens to be interested.

http://www.twitch.tv/shukaro

Syenite
Jun 21, 2011
Grimey Drawer

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. :)

Syenite
Jun 21, 2011
Grimey Drawer
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

Syenite
Jun 21, 2011
Grimey Drawer
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

Syenite
Jun 21, 2011
Grimey Drawer

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

Syenite
Jun 21, 2011
Grimey Drawer
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

Syenite
Jun 21, 2011
Grimey Drawer

:toot:

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

Syenite
Jun 21, 2011
Grimey Drawer

Cantorsdust posted:

Shukaro, 159 makes my server crash, but 157 doesn't.

crash log
server FML log

Whoops I forgot to sideonly a thing, I'll fix it tomorrow. :confuoot:

Syenite
Jun 21, 2011
Grimey Drawer
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

Syenite
Jun 21, 2011
Grimey Drawer

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. :colbert:

Syenite
Jun 21, 2011
Grimey Drawer

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

Syenite
Jun 21, 2011
Grimey Drawer

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" :v:

Syenite
Jun 21, 2011
Grimey Drawer

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.

Syenite
Jun 21, 2011
Grimey Drawer

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. :v:

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.

Syenite
Jun 21, 2011
Grimey Drawer

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.

Getting mods to work together can be difficult in the case of most games, but it shouldn't be made even more difficult by angry armchair lawyers getting super-defensive about their closed-source project that they haven't updated in months.

But still, until they come out and say "next release will have a prototype/finished modding API" I am going to go about my business as if it's not an issue. Even if they do say that, I guess it will be more of an issue for the modders themselves at first, rather than schlubs like me who just mess around with said mods :v:

If a mod API does end up coming out I will put :10bux: 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

Syenite
Jun 21, 2011
Grimey Drawer

:dealwithit:

Syenite
Jun 21, 2011
Grimey Drawer

Enzer posted:



Change all the things! :black101:

Eh this is fairly annoying but it's literally just alt-shift-r refactor a bunch of things to BlockXXX.

Syenite
Jun 21, 2011
Grimey Drawer
You really shouldn't be using Optifine because A) You probably don't need it anymore and B) It breaks mods at random.

Syenite
Jun 21, 2011
Grimey Drawer

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.

Syenite
Jun 21, 2011
Grimey Drawer
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. :woop:

Syenite
Jun 21, 2011
Grimey Drawer
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

Syenite
Jun 21, 2011
Grimey Drawer

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.

Syenite
Jun 21, 2011
Grimey Drawer
It's times like when I'm rewriting my connected texture code that I really wish pistons could just push tile entities.

Syenite
Jun 21, 2011
Grimey Drawer

KingLemming posted:

Why do you have to be so awesome, Muse? Seriously.

Oh and if anyone is following TE - I hear a couple of people play it or something - Zeldo is back and has taken a machete to the codebase. I guess he went on a spiritual journey or something, but he's an absolute monster right now. Look for CoFHCore (and the new sub-mods) soon, and TE within a couple weeks hopefully. Might even be version 3.

Is TE still closed-source?

Other than that :dance:

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Syenite
Jun 21, 2011
Grimey Drawer
1.7 is dropping tomorrow, 15 CEST

https://twitter.com/jeb_/status/393400494405980160

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