I'm sorry to disappoint but the issue I was having yesterday has caused bigger problems than I had anticipated and as such caused quite a few issues with certain features of the mod. I currently am not happy enough to release the mod until this issue is fixed, could be tomorrow, could be the weekend.
When I finally have the mod ready for release, it will initially be released in a comment for a day or so as a pre-release build, any issues that people have with it you can report back and I'll fix them before a full release to everyone.
I apologise for the lengthy update period but this update caused serious changes in the code that the mod was heavily dependent on which as a result broke a large portion of the existing code. Hopefully after this update only minimal changes will be required to get the mod working on new versions.
Thanks everyone for your support so far I have really appreciated it, for those of you who have kindly offered me assistance, coding or otherwise; when I release the pre-release I would appreciate it if you could thoroughly test it.
Take your time simo, nobody here (apart from the impatient ones) is rushing you. I'd rather have clean code that took its time, than quick code that breaks everything. Good luck! <3
I'm sorry to disappoint but the issue I was having yesterday has caused bigger problems than I had anticipated and as such caused quite a few issues with certain features of the mod. I currently am not happy enough to release the mod until this issue is fixed, could be tomorrow, could be the weekend.
When I finally have the mod ready for release, it will initially be released in a comment for a day or so as a pre-release build, any issues that people have with it you can report back and I'll fix them before a full release to everyone.
I apologise for the lengthy update period but this update caused serious changes in the code that the mod was heavily dependent on which as a result broke a large portion of the existing code. Hopefully after this update only minimal changes will be required to get the mod working on new versions.
Thanks everyone for your support so far I have really appreciated it, for those of you who have kindly offered me assistance, coding or otherwise; when I release the pre-release I would appreciate it if you could thoroughly test it.
Wishing you all the best,
-Simo
Thanks for all your awesome work!
And I will definitely be one of those to test it when you pre-release it.
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
Even though I don't usually test things, I will test this. But simo, take your time. I hate it when things are rushed just so they get out for whatever version it's supposed to be for. Take your time
what sucks is i start school on this tuesday but i would rather have a good clean working mod rather than a mod that breaks my minecraft/is horrible. thank you
I have been patiently checking this topic every single day. Throughout that period, my Minecraft worlds have been frozen in time. I did not want to play at all without this mod. I hate playing in creative mode. I missed having hotkeys for things like /fly and /instamine. And more importantly, I did not want to host a bukkit server just so I could use worldedit. I'm looking forward to seeing the release, and I am more excited because it is a rewrite; it will probably be even more solid and functional than before. Thanks for taking the time to update and putting up with the impatient people of the forums.
I've noticed that many of the Forge based mods haven't been updated either, nor has Forge itself. So I am willing to wait for this to update as well, and have continued to play on 1.2.5 since the new version came out almost a month ago.
I'm beginning to think that they might be waiting for the Mod API, which I seem to recall was pushed back to 1.4.
Mod API never had a release date set in stone, but I think that this new 1.4 will just rearrange lighting and add new content. Perhaps it will show up in 1.5. Also, the Mod API doesn't work the way you are writing it in your post.
Basically, modders who sign up can obtain the full, unobfuscated (source) code of MineCraft, which will improve the mod's preformance (compare the NEI search feature to the new Creative search tab) and makes sure that it won't break every update.
What? Where did you hear that. None of the API discussion irc chat, the mod API proposal dicussion thread, nor any of the tweets I've seen from Dinnerbones or Jeb are anything like this.
Everything I've seen indicates that obfuscation will continue, and the goal is to eliminate any need for base class edits. Everything that you know and love about the game -- hundreds of blocks, items, recipes, etc -- will turn into a giant pack of add-ons to the base game engine, and the base game engine will be very, very dumb. The same rules and procedures that Mojang uses to add all of the content to the game will be available to modders, so that any mod that wants to add blocks/recipes/items will have the same functionality as official Mojang code. Ditto for renderers (permits Optifine-style mods), or mechanics (permits weather control mods), etc.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I was working hard the last 6 hours to get a version out but ran into last minute issues. I am hoping (time permitting) to have a new SPC version out tomorrow around this time.
Sorry for the wait everyone, this new version of SPC shares no code from the old version - it was completely re-written and has gone through a few re-writes to make sure I get it correct.
We really appreciate all the work you're putting into this wonderful mod! I'm looking forward to seeing what you've included in SPC for MC 1.3.2!
In creative mode, here's a solution to the WorldEdit selection problem.
When hitting a block with the selection tool, it doesn't choose the block you hit, but whatever's behind it. Therefore, if you put a block on top of the block you want to select, then hit that one. Problem solved.
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Weasel2000 Did what I post help you? Help me by clicking
I'm sorry to disappoint but the issue I was having yesterday has caused bigger problems than I had anticipated and as such caused quite a few issues with certain features of the mod. I currently am not happy enough to release the mod until this issue is fixed, could be tomorrow, could be the weekend.
When I finally have the mod ready for release, it will initially be released in a comment for a day or so as a pre-release build, any issues that people have with it you can report back and I'll fix them before a full release to everyone.
I apologise for the lengthy update period but this update caused serious changes in the code that the mod was heavily dependent on which as a result broke a large portion of the existing code. Hopefully after this update only minimal changes will be required to get the mod working on new versions.
Thanks everyone for your support so far I have really appreciated it, for those of you who have kindly offered me assistance, coding or otherwise; when I release the pre-release I would appreciate it if you could thoroughly test it.
Wishing you all the best,
-Simo
Thanks for all your awesome work!
And I will definitely be one of those to test it when you pre-release it.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
I'm beginning to think that they might be waiting for the Mod API, which I seem to recall was pushed back to 1.4.
What? Where did you hear that. None of the API discussion irc chat, the mod API proposal dicussion thread, nor any of the tweets I've seen from Dinnerbones or Jeb are anything like this.
Everything I've seen indicates that obfuscation will continue, and the goal is to eliminate any need for base class edits. Everything that you know and love about the game -- hundreds of blocks, items, recipes, etc -- will turn into a giant pack of add-ons to the base game engine, and the base game engine will be very, very dumb. The same rules and procedures that Mojang uses to add all of the content to the game will be available to modders, so that any mod that wants to add blocks/recipes/items will have the same functionality as official Mojang code. Ditto for renderers (permits Optifine-style mods), or mechanics (permits weather control mods), etc.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It needed neither Forge nor ModLoader before.
Adding Forge broke /instantmine was the only conflict I found.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
We really appreciate all the work you're putting into this wonderful mod! I'm looking forward to seeing what you've included in SPC for MC 1.3.2!
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When hitting a block with the selection tool, it doesn't choose the block you hit, but whatever's behind it. Therefore, if you put a block on top of the block you want to select, then hit that one. Problem solved.
Did what I post help you? Help me by clicking
You rock.
Thanks for all the work! Can't wait.
AAAAANNND its my homepage