I like using it with modloader because you don't have to actually open the jar you can just put the MINECRAFT-JAR folder into the /.minecraft/mods folder to install it.
ModLoader also makes it easy to disable (with config/ModLoader.cfg) and uninstall (removing folder from /mods) if I want to use another mod (Like my own >_>)
Yeah, as Stormweaver just pointed out, you buggered up the installation completely, and it's all Modloader's fault.
Have no fear. I'll remove it for you. It should also reduce the download size by a couple of K, which should make everyone happy.
Your game is going to crash soon as you stoke a fire, for example. There's also a ton of mod-functionality that is either disabled or buggy due to your installation method.
Read the install instructions man. I specifically state that method is not supported. You've likely just not played the mod enough to realize how broken it actually is because of doing things that way.
Actually, you should also remove Minecraft compatibility, as you always intended to.
All joking aside, I think what I'm going to do is add an installation integrity test when the mod first boots up to ensure the proper version of BlockFire is in place and that the mod isn't going to crash at some unspecified later point.
I'm fairly sick of the support requests as to why specific mod functions aren't working from people that can't follow the install instructions. Having the mod just fail to start when that occurs should significantly help with that.
All joking aside, I think what I'm going to do is add an installation integrity test when the mod first boots up to ensure the proper version of BlockFire is in place and that the mod isn't going to crash at some unspecified later point.
I'm fairly sick of the support requests as to why specific mod functions aren't working from people that can't follow the install instructions. Having the mod just fail to start when that occurs should significantly help with that.
You will loose a lot of downloads and fans if you are TRYING to make this mod incompatible with other mods.
And that my friend, includes me ;P
The mods i have beats this single one that apparently is incompatible with everything ;P
You will loose a lot of downloads and fans if you are TRYING to make this mod incompatible with other mods.
And that my friend, includes me ;P
This has nothing to do with intentional incompatibility. It has to do with testing for a single file that the mod will crash without if it has not been properly installed. The only difference is that it won't work up-front instead of crashing at some unspecified point, where it becomes much more difficult to tell what just went wrong.
The way I'm thinking of doing it, the player will get an immediate message saying "You ****ed up the install. Consult the readme", instead of the game just black-screening on him at some ambiguous point during play.
Also, as I've pointed out many times in the past, whether any given individual chooses to use the mod or not is no skin off my back, so such "threats" are entirely irrelevant to me.
All joking aside, I think what I'm going to do is add an installation integrity test when the mod first boots up to ensure the proper version of BlockFire is in place and that the mod isn't going to crash at some unspecified later point.
Hello again, Flowerchild.
Excellent idea you have there; that ought to take care of the vast majority of your complaints. An double the amount of incredibly stupid complaints, but, well, there's not much one can do about that.
By the way, just dropping into the modding scene again, I admit, I was pretty distressed at first to see you'd left the forge. As my most recent post on MediateCraft seems to say, I even nearly gave up on BTW for the first time since you introduced Cement and I noticed the mod.
That interview on the front page fixed things pretty damn well, though. You showed even more insight into why we all really play minecraft than...well, certainly more than the other authors. I just can't leave behind the methodical approach you use to make technology really fit into the game. I continue to be slightly dismayed by your reluctance to introduce worldgeneration, but as usual I understand all the reasoning.
Modding question. The only real base-file changes I'd need to make for Mediate, if I go back to coding it, would be to...well...butcher the water classes. Are you currently modifying them, or do you have any future thoughts to change the water base class?
Player question. You mentioned scarring some worlds by leaving forge. I see those two hefty forge class files still left in the download; if I install BTW now for 1.0, when you remove dependecy on those, would (assuming I used absolutely no mods but BTW and Modloader) my world still break? *bla bla bla used MCEdit to start a survival map with my 100+ hour Creative mansion bla bla...*
Rollback Post to RevisionRollBack
Minecraft technology - the logical way - the only way.
All joking aside, I think what I'm going to do is add an installation integrity test when the mod first boots up to ensure the proper version of BlockFire is in place and that the mod isn't going to crash at some unspecified later point.
Hello again, Flowerchild.
Excellent idea you have there; that ought to take care of the vast majority of your complaints. An double the amount of incredibly stupid complaints, but, well, there's not much one can do about that.
By the way, just dropping into the modding scene again, I admit, I was pretty distressed at first to see you'd left the forge. As my most recent post on MediateCraft seems to say, I even nearly gave up on BTW for the first time since you introduced Cement and I noticed the mod.
That interview on the front page fixed things pretty damn well, though. You showed even more insight into why we all really play minecraft than...well, certainly more than the other authors. I just can't leave behind the methodical approach you use to make technology really fit into the game. I continue to be slightly dismayed by your reluctance to introduce worldgeneration, but as usual I understand all the reasoning.
Modding question. The only real base-file changes I'd need to make for Mediate, if I go back to coding it, would be to...well...butcher the water classes. Are you currently modifying them, or do you have any future thoughts to change the water base class?
Player question. You mentioned scarring some worlds by leaving forge. I see those two hefty forge class files still left in the download; if I install BTW now for 1.0, when you remove dependecy on those, would (assuming I used absolutely no mods but BTW and Modloader) my world still break? *bla bla bla used MCEdit to start a survival map with my 100+ hour Creative mansion bla bla...*
EDIT: Another comment I believe you'll appreciate, I am in total agreement about functionality being stolen / overlapped; as a player I find it annoying and as a modder, downright unsettling. In fact, that's why I gave up any notion of unifying the three - what's to say they won't soon just be one, big, techmod with some new name to cover that it's RedPower?
Rollback Post to RevisionRollBack
Minecraft technology - the logical way - the only way.
I have a recommendation for another Mechanical Power Producer. An Animal Wheel That can use the random useless Wild Cows that aren't being used for breeding. This also provides an alternative for early game power production but would have the drawback of being much slower. This would also be aesthetically pleasing... Really if recipes are a question I would leave it up to you because its your mod... Your idea to begin with... and you have total control. I just thought of this because Hand-cranks are very Hunger-Intensive and instead of killing your food why not use it to obtain more food (Reference to flour) Good luck... Love your show :smile.gif: Enjoy it alot.
Yeah, as Stormweaver just pointed out, you buggered up the installation completely, and it's all Modloader's fault.
Have no fear. I'll remove it for you. It should also reduce the download size by a couple of K, which should make everyone happy.
>_< I've not noticed problems, but ok
you'll at least add a way to disable/uninstall so that its not such a hassle to change mods right?
*Turns on sarcasm detector*
*Sarcasm detector explodes*
*Unsure whether to panic or not*
Your game is going to crash soon as you stoke a fire, for example. There's also a ton of mod-functionality that is either disabled or buggy due to your installation method.
Read the install instructions man. I specifically state that method is not supported. You've likely just not played the mod enough to realize how broken it actually is because of doing things that way.
Just make sure you know where your towel is.
All joking aside, I think what I'm going to do is add an installation integrity test when the mod first boots up to ensure the proper version of BlockFire is in place and that the mod isn't going to crash at some unspecified later point.
I'm fairly sick of the support requests as to why specific mod functions aren't working from people that can't follow the install instructions. Having the mod just fail to start when that occurs should significantly help with that.
You will loose a lot of downloads and fans if you are TRYING to make this mod incompatible with other mods.
And that my friend, includes me ;P
The mods i have beats this single one that apparently is incompatible with everything ;P
Help me achieve my dream. A youtube community..
This has nothing to do with intentional incompatibility. It has to do with testing for a single file that the mod will crash without if it has not been properly installed. The only difference is that it won't work up-front instead of crashing at some unspecified point, where it becomes much more difficult to tell what just went wrong.
The way I'm thinking of doing it, the player will get an immediate message saying "You ****ed up the install. Consult the readme", instead of the game just black-screening on him at some ambiguous point during play.
Also, as I've pointed out many times in the past, whether any given individual chooses to use the mod or not is no skin off my back, so such "threats" are entirely irrelevant to me.
They make juicy delicious *fatty* meat.
They're basically the tallow-production specialists for the mod. If you want to make explosives: farm pigs.
I am using an anvil but I might not be using the right version
Yes I installed modloader and deleted META-INF
Hello again, Flowerchild.
Excellent idea you have there; that ought to take care of the vast majority of your complaints. An double the amount of incredibly stupid complaints, but, well, there's not much one can do about that.
By the way, just dropping into the modding scene again, I admit, I was pretty distressed at first to see you'd left the forge. As my most recent post on MediateCraft seems to say, I even nearly gave up on BTW for the first time since you introduced Cement and I noticed the mod.
That interview on the front page fixed things pretty damn well, though. You showed even more insight into why we all really play minecraft than...well, certainly more than the other authors. I just can't leave behind the methodical approach you use to make technology really fit into the game. I continue to be slightly dismayed by your reluctance to introduce worldgeneration, but as usual I understand all the reasoning.
Modding question. The only real base-file changes I'd need to make for Mediate, if I go back to coding it, would be to...well...butcher the water classes. Are you currently modifying them, or do you have any future thoughts to change the water base class?
Player question. You mentioned scarring some worlds by leaving forge. I see those two hefty forge class files still left in the download; if I install BTW now for 1.0, when you remove dependecy on those, would (assuming I used absolutely no mods but BTW and Modloader) my world still break? *bla bla bla used MCEdit to start a survival map with my 100+ hour Creative mansion bla bla...*
Minecraft technology - the logical way - the only way.
Hello again, Flowerchild.
Excellent idea you have there; that ought to take care of the vast majority of your complaints. An double the amount of incredibly stupid complaints, but, well, there's not much one can do about that.
By the way, just dropping into the modding scene again, I admit, I was pretty distressed at first to see you'd left the forge. As my most recent post on MediateCraft seems to say, I even nearly gave up on BTW for the first time since you introduced Cement and I noticed the mod.
That interview on the front page fixed things pretty damn well, though. You showed even more insight into why we all really play minecraft than...well, certainly more than the other authors. I just can't leave behind the methodical approach you use to make technology really fit into the game. I continue to be slightly dismayed by your reluctance to introduce worldgeneration, but as usual I understand all the reasoning.
Modding question. The only real base-file changes I'd need to make for Mediate, if I go back to coding it, would be to...well...butcher the water classes. Are you currently modifying them, or do you have any future thoughts to change the water base class?
Player question. You mentioned scarring some worlds by leaving forge. I see those two hefty forge class files still left in the download; if I install BTW now for 1.0, when you remove dependecy on those, would (assuming I used absolutely no mods but BTW and Modloader) my world still break? *bla bla bla used MCEdit to start a survival map with my 100+ hour Creative mansion bla bla...*
EDIT: Another comment I believe you'll appreciate, I am in total agreement about functionality being stolen / overlapped; as a player I find it annoying and as a modder, downright unsettling. In fact, that's why I gave up any notion of unifying the three - what's to say they won't soon just be one, big, techmod with some new name to cover that it's RedPower?
Minecraft technology - the logical way - the only way.
Sorry for my bad english.
That is because it does not work with Industrial Craft 2, or any other forge mod. Your bad English is not that bad, so apologies are not necessary.
I can not use these modes together? How do I fix it?