I searched for it, but couldn't find it; are you updating to 1.8 and if so, when?
sorry if i'm asking the bugging question, just wanted to know.
It's been a matter of hours since the 1.8 release. And your already spamming about an update?
(Wait for it... Here comes sarcasm) Cause coding is the easiest thing in the world and updates should take a matter of minutes upon seeing the new releases. (end bad sarcasm)
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
It's been a matter of hours since the 1.8 release. And your already spamming about an update?
(Wait for it... Here comes sarcasm) Cause coding is the easiest thing in the world and updates should take a matter of minutes upon seeing the new releases. (end bad sarcasm)
Intresting, intresting indeed.
A. I didn't know it was just a few hours ago.
B. Spamming? just one mere request?
C. Sarcasm; funny indeed. (Now, where is the point?)
D. Oh, I thought updating a mod took ages because of some kind of library issue with minecraft changing a lot of bits when updating (Even the slightest bit).
E. Yup, I think I just spoke against myself.
F. Amazing, I'm really good at making people hate me, don't I?
H. ooh, wait. that fast updating was sarcasm! Didn't see it! Thus I was right; it does takes ages :dry.gif:
Rollback Post to RevisionRollBack
I'd rather hear no, or that I'm an idiot, then nothing at all.
Oh, great that you posted the crash log, but next time, put it in the
[spoiler] [/spoiler]
tag. Many forum pages have been flooded because that wasn't used. spread the word!
Out of curiosity, can I ask what makes a mod requires mcp before you can update it?
MCP provides a mapping from Minecraft's obfuscated names to human readable ones; so like, a "uu" is now a "Block". It's certainly possible to make a mod without it (I believe Risugami doesn't use it, and nor does the guy who runs TooManyItems [don't quote me on either of these]) but it's much, much harder, and most modders prefer using MCP to not. And once your source is made with MCP it's extremely difficult to convert it to just directly using the obfuscated names.
MCP provides a mapping from Minecraft's obfuscated names to human readable ones; so like, a "uu" is now a "Block". It's certainly possible to make a mod without it (I believe Risugami doesn't use it, and nor does the guy who runs TooManyItems [don't quote me on either of these]) but it's much, much harder, and most modders prefer using MCP to not. And once your source is made with MCP it's extremely difficult to convert it to just directly using the obfuscated names.
Thanks for clearing that up, those two mods are what made me think of it, wondering why they were able to update so quickly.
Can you PLEASE add a damn minecraft version compatability to the title or something? >< It's irritating that I don't know what version it is compatible with.. And I have to go through the forums just to check that it isn't out and my favorite mods will be out soon.
MCP provides a mapping from Minecraft's obfuscated names to human readable ones; so like, a "uu" is now a "Block". It's certainly possible to make a mod without it (I believe Risugami doesn't use it, and nor does the guy who runs TooManyItems [don't quote me on either of these]) but it's much, much harder, and most modders prefer using MCP to not. And once your source is made with MCP it's extremely difficult to convert it to just directly using the obfuscated names.
Well, you could always inject your mod into the jar, and decompile it but disable the deobfuscation and patching stages. :smile.gif:
Still have to map old names to new ones though... I'm waaay too lazy for that.
I really want to use this with my mod, but the issue isn't so much the two mods not running together, as it's that my mod changes the shapes of ore distribution, and any new ores spawn in a vanilla way. so I have to find a way of overriding/highjacking the very base of ore generation and run new ores through it via blockID, but I haven't gotten around to setting that up.
edit: I found a way to do it :cool.gif:
but I still have to wait for mcp :sad.gif:
im not much of a modder, but i notice that several mods use different power types that overlap, buildcraft and steam craft use mechanical power (as does BTW but ive never played it... although i suspect i shall once 1.8 is stable) industrialcraft and steamcraft use electriciy, and i was curious if in the same manner as creating a database of common items/blocks, it would be possible to database common power types to allow cross mod powersources, having two Nuclear Reactors for different power types for different mods, or needing a windmill when you have steam engines, and/or combustion engines available.... im sure the implementation would be up to each modder, but i think (using what little programming experiance i have) that it would require a common database built into the code underlying each mod, which is why i ask here...
Hello! I've been away from the minecraft community for too long for something like this to slip by me unnoticed. I found this and basically haven't slept since because of violent nerd-gasms. It's beautiful. Let me just say, if I ever program any mod for MC, I'll be using the Forge here for sure. And that may very well be a possibility, I'm very good at java-ing.
But anyway, I actually have a point to posting, besides hailing the new age of the mod community and basically making a fool of myself. I'm not sure if you've been made aware but your front-page link for Apothecarium is broken (found while deciding which mods I liked by clicking all the associated mods links 8D ). It might have been a recent change, I checked back one or two pages but nobody else seems to have picked it up. Apologies if this really doesn't belong here, but a PM seemed a little silly in this situation (and I've been out of touch with the internet for so long, so very, very long...).
As of the 1.8MC release, Minecraft Forge 1.0.6 has been giving me black screen upon logging in. PLAYING ON 1.7.3. Anyone else encountering this problem or just me? I was playing everything fine with IC2/BC and some other MCF-compatible mods. Then 1.8 comes out and I keep getting black screen. I tried a clean 1.7.3 jar, runs fine. Install MCF 1.0.6 with other pre-requisite mods and black screen.
As of the 1.8MC release, Minecraft Forge 1.0.6 has been giving me black screen upon logging in. PLAYING ON 1.7.3. Anyone else encountering this problem or just me? I was playing everything fine with IC2/BC and some other MCF-compatible mods. Then 1.8 comes out and I keep getting black screen. I tried a clean 1.7.3 jar, runs fine. Install MCF 1.0.6 with other pre-requisite mods and black screen.
Exactly the same happened to me!(sry for bad english, im norwegian)
Does it work for minecraft 1.8.1? Because for me (I have 1.8.1)and it just gives me black screen. I have deleted meta-inf and I have modloader and tested it alone. It works I also have some other mods that work but as soon as I put forge in it crashes. In conclusion I'd say it is not compatable with 1.8.1 if I'm wrong please correct me and tell me how to fix it. If I'm right and it isn't compatible with 1.8.1 vote this up and hopefully spacetoad will make it compatible!
Does it work for minecraft 1.8.1? Because for me (I have 1.8.1)and it just gives me black screen. I have deleted meta-inf and I have modloader and tested it alone. It works I also have some other mods that work but as soon as I put forge in it crashes. In conclusion I'd say it is not compatable with 1.8.1 if I'm wrong please correct me and tell me how to fix it. If I'm right and it isn't compatible with 1.8.1 vote this up and hopefully spacetoad will make it compatible!
That is the exact same thing that happend to me! Spacetoad PLEASE update it!
It's been a matter of hours since the 1.8 release. And your already spamming about an update?
(Wait for it... Here comes sarcasm) Cause coding is the easiest thing in the world and updates should take a matter of minutes upon seeing the new releases. (end bad sarcasm)
You haven't tried hard enough.
Intresting, intresting indeed.
A. I didn't know it was just a few hours ago.
B. Spamming? just one mere request?
C. Sarcasm; funny indeed. (Now, where is the point?)
D. Oh, I thought updating a mod took ages because of some kind of library issue with minecraft changing a lot of bits when updating (Even the slightest bit).
E. Yup, I think I just spoke against myself.
F. Amazing, I'm really good at making people hate me, don't I?
H. ooh, wait. that fast updating was sarcasm! Didn't see it! Thus I was right; it does takes ages :dry.gif:
MCP provides a mapping from Minecraft's obfuscated names to human readable ones; so like, a "uu" is now a "Block". It's certainly possible to make a mod without it (I believe Risugami doesn't use it, and nor does the guy who runs TooManyItems [don't quote me on either of these]) but it's much, much harder, and most modders prefer using MCP to not. And once your source is made with MCP it's extremely difficult to convert it to just directly using the obfuscated names.
INFORMATION WANTS TO BE WRONG
Thanks for clearing that up, those two mods are what made me think of it, wondering why they were able to update so quickly.
- Infinite terrain and sprite indexes???
Please add more spriteID&BlockID or compatible with MinecraftExtended. Thx.
Infinite sprites only counts sprites made using the forge api.
Well, you could always inject your mod into the jar, and decompile it but disable the deobfuscation and patching stages. :smile.gif:
Still have to map old names to new ones though... I'm waaay too lazy for that.
This does nothing on its own. It allows modders to make their mod not use sprites or IDs.
Eloraam or SpaceToad, PLEASE add an override! No one likes making a 256x256 file and drawing in their sprites! Maybe something like this.
but I haven't gotten around to setting that up.edit: I found a way to do it :cool.gif:
but I still have to wait for mcp :sad.gif:
But anyway, I actually have a point to posting, besides hailing the new age of the mod community and basically making a fool of myself. I'm not sure if you've been made aware but your front-page link for Apothecarium is broken (found while deciding which mods I liked by clicking all the associated mods links 8D ). It might have been a recent change, I checked back one or two pages but nobody else seems to have picked it up. Apologies if this really doesn't belong here, but a PM seemed a little silly in this situation (and I've been out of touch with the internet for so long, so very, very long...).
Currently posted link (is broken): http://www.minecraftforum.net/index.php?app=members&module=messaging§ion=view&do=showConversation&topicID=891772
What seems to work: http://www.minecraftforum.net/topic/535193-173-apothecarium-130-ssp/
viewtopic.php?f=1032&t=199761 <= How to post an error log right.
Please help me!
Which bring me to another thing at SpaceToad I don't see what minecraft version it is for in Original Post?
Exactly the same happened to me!(sry for bad english, im norwegian)
That is the exact same thing that happend to me! Spacetoad PLEASE update it!