If I have time, I can try to look into it, but I can't give cross-mod compatibility issues a very high priority. There's so many other mods out there, and often they change quickly.
But it is so unusual, why would there even be an issue? The two mods don't do anything the other does...
Also whenever I travel to Twilight Forest and come back then the villages won't recognize me and will tell me that I am a stranger, but when I sell the village at least one item then the village will recgonize me.
^Someone commenting on a different issue perhaps caused by the same thing.
Right now I'm working on a stronghold, infested by various types of goblins. I do have plans for the glacier and the surrounding snow biomes, but I may not get to them for a while.
I think your ideas are very creative, but I don't really take full-blown monster suggestions from people normally. I also don't think you have to make armor out of everything.
There is not. Do any mods do that kind of thing?
a few mods do let you disable parts of it. usually through ID's (though it is prob in the mod code to disable the items and not a vanilla ability)
Could i please make a modpack i know youre not intrested
Mod Pack Policy: Please note that I don't usually have the time to respond to mod pack requests (or private messages in general).
Public mod packs: I am not interested in any more public mod packs at this time. All the packs I'm interested in already have permission.
Private mod packs: Private server packs are fine. If your mod pack is intended for use on a specific server, and you only distribute it to people playing on that server, go ahead.
Mmm.... I don't know, it isn't like I can read the original post or anything, but I am pretty sure the answer is no.
Strange! Yeah, the portal formation seems a little flaky. It doesn't often have a lot of information to work with. There's only a small portion of the world loaded, and it has to make a decision very quickly on where to go.
I'll see if I can work with a little sometime soon
Sorry to bug you, but have you been able to work on the portal spawning issue?
I have seen mods that allow you to put 0 in the config for some items to disable them. I am able to disable the use of most of the items on my server, the large problem though is that the items im removing are generating in the chests in the hollow hills and dungeons. I would like to disable these from spawning there at least if i am unable to disable them completely, Maybe a config area for items that get generated in the dungeons? Other mods give sections where u can disable items. It is a very good option to have when you have powerful items such as ore magnets.
So between reading the log and this post, I'd like to 2nd it. Birds are hard enough, and making owls would be even more obnoxious coding, but I feel like they would give that extra realistic push for the woods. Something besides the cicadas that exists to make atmosphere sounds and movements in the corner of your vision high in the canopy. If it would make coding any easier, would having owls only fly from the side of a tree to another side of a tree, stopping for minutes, then flying off again work? I'd love if there were burrows or knots in the trees for birds/owls to hide out in.
Let us know what's impossible and what's impractical so we don't keep bugging you over something you're not interested in.
I am also interested in adding owls. I may give it another try sometime.
I have seen mods that allow you to put 0 in the config for some items to disable them. I am able to disable the use of most of the items on my server, the large problem though is that the items im removing are generating in the chests in the hollow hills and dungeons. I would like to disable these from spawning there at least if i am unable to disable them completely, Maybe a config area for items that get generated in the dungeons? Other mods give sections where u can disable items. It is a very good option to have when you have powerful items such as ore magnets.
Adding options to everything complicates the code, making it harder to maintain or add new things. It also makes it hard to present a coherent experience with the mod.
If you want to talk about your balance concerns, we can do that, but I'm not adding a bunch of special-case options.
Well, maybe it's not caused by this mod ?
In 1.4.7 I had issues with Millenaire and Mystcraft, where it would try (and fail) to spawn villages in Mystcraft ages, so maybe Millenaire has problems with dimensional mods....
Yeah but the Millenaire dev added something to the code that stops that now, something to do with the dim_ids or something like that?
Anyways villages only spawn in the Overworld now.
I know you already have a minotaur so why not a Mandicore?
it could look like a cat with a huge collections of spines on its tail that it could shoot that poisons you
it could drop the spines that could be used to make poison darts!
Hmm, this could be an interesting new mob!
Though... if you are looking for new mobs, there is this sort of vampire creature out there in the mythos that is a floating head with its intestines dangling down below it that goes back in its body to hide.
You could have it float around the world and then sometimes go back to its body where it would be vulnerable, maybe have the player have to follow the head to find the body.
It eats the blood of a stillbirth if I remember right but you don't need to include that part lol
Owls would be really sweet. They don't even have to fly, just sit in the trees and move their heads like owls do
Plus there is a certain girlfriend or wife of one of the main characters of the Yogscast who would endorse the $#!7 out of you if you add owls, lol that is all she would do.
Adding options to everything complicates the code, making it harder to maintain or add new things. It also makes it hard to present a coherent experience with the mod.
If you want to talk about your balance concerns, we can do that, but I'm not adding a bunch of special-case options.
*somewhere in code* if(getLineInConfig( /* some line number for specified item/feature */) == 0) { /* Empty */ }
else { /* code for item spawning or creation */ }
If you made a class from which all of your items were extended (i.e. SomeClassName.class and SomeOtherClassName extends SomeClassName) with the above then all you would need to do to 'extend' that functionality is make the specified line number be changeable, i.e. some variable created in the superclass and changed in the subclasses...
The idea is you have code to create your items in the game, removing that code to disables it; to simply remove code (without actually deleting it) use an if/then/else switch with the generation code on one case and a blank line for the other (as exampled above). Then add a line in your config file with the name of the option and a 1 (for enabled). It is likely that instead of using line number using an actual text field would be better, my example is just the most simplistic.
Also, I reported an error a while ago. Dunno if you fixed it already ('twas an older version) but I didn't see anyone comment... so, thought I'd mention it again.
Also, for the same object, the Uncrafting Bench, a simple way to enable functionality for nearly all mods is to get their crafting recipe directly. While I'm sure there is a way to do this, I haven't the slightest idea of what it is. Mods with guides for crafting (like crafting guide) may help you figure it out-you could ask their creators. But, then, that's only if you choose to do it this way.
Lastly, hardly any of the items you have created are actually 'over powered' or even 'too powerful'. The Ore Magnet has a limited number of usages and this is compounded by the amount of ore you get (and still used if you don't get any). The idea that not having to dig blindly through a chunk of dirt and stone to 'maybe' find ore to play properly kind of removes a LOT of other mods from game play... (I've personally used it to get ore on a ceiling down to a closer area... lazy, I'm sure-as I could have made a 1x1 pole up... but I also needed the room). Final comment, any feature of any mod is overpowered if used alongside another feature of another mod that MAKES it overpowered. If you don't like it, don't use it... or either mod. These 'features' have been balanced by their creators to the best of their ability and knowledge. We're all... well... you're all humans here (I assume) and we all make mistakes or have some mod or another we didn't know about. Better enchanting + any mod that adds enchants to crafted items + Uncrafting table can be overpowered, if you have the time and patience to craft, disenchant (gets levels), uncraft, and repeat. If your concern is a server, and players who will blatantly ignore posted rules and use banned items, then there are mods to remove (specified) items from inventories...
Hmm, this could be an interesting new mob!
Though... if you are looking for new mobs, there is this sort of vampire creature out there in the mythos that is a floating head with its intestines dangling down below it that goes back in its body to hide.
You could have it float around the world and then sometimes go back to its body where it would be vulnerable, maybe have the player have to follow the head to find the body.
It eats the blood of a stillbirth if I remember right but you don't need to include that part lol
A Manananggal? They're definitely an interesting monster, but not really what I'm going for.
*somewhere in code* if(getLineInConfig( /* some line number for specified item/feature */) == 0) { /* Empty */ }
else { /* code for item spawning or creation */ }
If you made a class from which all of your items were extended (i.e. SomeClassName.class and SomeOtherClassName extends SomeClassName) with the above then all you would need to do to 'extend' that functionality is make the specified line number be changeable, i.e. some variable created in the superclass and changed in the subclasses...
The idea is you have code to create your items in the game, removing that code to disables it; to simply remove code (without actually deleting it) use an if/then/else switch with the generation code on one case and a blank line for the other (as exampled above). Then add a line in your config file with the name of the option and a 1 (for enabled). It is likely that instead of using line number using an actual text field would be better, my example is just the most simplistic.
It's not workable in the current codebase to have all the items inherit from one class. Many of them have to inherit from ItemFood or ItemArmor or ItemPickaxe or things like that.
And you can't just disable items in one place. There's code all over the place that creates items. They appear in chests, from monster drops, there are crafting recipes... Putting checks in all of those places creates complexity, and complexity creates bugs, and makes it harder to update to new minecraft versions. Unneeded complexity kills software projects.
But really the code issue isn't even the determining factor. I added those items to the game for a reason and I'm not going to un-add them. I am not a big believer in options. Options water down creative work. You can't get a version of say, Harry Potter, where your favorite character doesn't die, and the series is stronger for it.
I understand that operating a server is different from reading a book, and I have sympathy for server operators. But the answer is still no.
Also, I reported an error a while ago. Dunno if you fixed it already ('twas an older version) but I didn't see anyone comment... so, thought I'd mention it again.
Also, for the same object, the Uncrafting Bench, a simple way to enable functionality for nearly all mods is to get their crafting recipe directly. While I'm sure there is a way to do this, I haven't the slightest idea of what it is. Mods with guides for crafting (like crafting guide) may help you figure it out-you could ask their creators. But, then, that's only if you choose to do it this way.
I'm not quite sure what you're saying. The uncrafting bench uses the recipe database, so it should work with other mods items.
I created I magic Map and its blank,
I've waited a while, i dropped and picked it back up. It just won't load.
Is there a way to make it load or is it a known bug
I don't understand your reluctance to give us options to turn stuff off.
I never get mod authors reluctance to give players options.
I find options make mods MORE powerful, more flexible, better, not watered down as you put it.
I created I magic Map and its blank,
I've waited a while, i dropped and picked it back up. It just won't load.
Is there a way to make it load or is it a known bug
they first start blank until you right click them IN the twilight forest.
I don't understand your reluctance to give us options to turn stuff off.
I never get mod authors reluctance to give players options.
I find options make mods MORE powerful, more flexible, better, not watered down as you put it.
What's not to understand. I don't want to code it, so I'm not going to. I've really spent too much time and energy on this discussion already.
You're welcome to program a mod that removes an item from the game. I'd bet there's server administration tools that do that already. I'm not going to do it. Asking me repeatedly, when I've already said no taxes my goodwill towards this community.
It's not workable in the current codebase to have all the items inherit from one class. Many of them have to inherit from ItemFood or ItemArmor or ItemPickaxe or things like that.
And you can't just disable items in one place. There's code all over the place that creates items. They appear in chests, from monster drops, there are crafting recipes... Putting checks in all of those places creates complexity, and complexity creates bugs, and makes it harder to update to new minecraft versions. Unneeded complexity kills software projects.
True... but you can disable the code itself... Anyway, as you say in the next quote, you aren't going to do it, so it's a moot point.
But really the code issue isn't even the determining factor. I added those items to the game for a reason and I'm not going to un-add them. I am not a big believer in options. Options water down creative work. You can't get a version of say, Harry Potter, where your favorite character doesn't die, and the series is stronger for it.
I understand this. It was a suggestion of a method to do what you said wasn't simple to do. You are essentially right, it isn't 'simple'. It would require adding code to block other code, which adds complexity, etc, etc.
I don't understand your disdain for options, but it is your mod and you have the right to do it the way you want to.
Also, in a word, fanfiction. (In relative terms, mods that modify mods.)
You had successfully prevented Thaumcraft3 enchantments from being reforged onto other materials (i.e. from a thaumium tool/weapon/armor to some other material) but only if it is the only enchantment. If there are other enchantements it will crash the game with a 'concurrent modification exception' (line 230 of ContainerTFUncrafting). This is, of course, for the 1.4.7 version (I haven't updated as the mod pack I use hasn't updated). The post is here: http://www.minecraftforum.net/topic/561673-151-the-twilight-forest-v1171-the-ur-ghast-awakens-new-secrets/page__st__6240#entry21825232
I'm not quite sure what you're saying. The uncrafting bench uses the recipe database, so it should work with other mods items.
Ok, I only mentioned is because I have run into some things that don't. Bronze armor, for example. I'd tell you what mod it was from but I, uh, cheated to get the same effect as uncrafting it (so I no longer have it...)
But it is so unusual, why would there even be an issue? The two mods don't do anything the other does...
^Someone commenting on a different issue perhaps caused by the same thing.
player.me/felinoel
a few mods do let you disable parts of it. usually through ID's (though it is prob in the mod code to disable the items and not a vanilla ability)
it could look like a cat with a huge collections of spines on its tail that it could shoot that poisons you
it could drop the spines that could be used to make poison darts!
Mmm.... I don't know, it isn't like I can read the original post or anything, but I am pretty sure the answer is no.
Sorry to bug you, but have you been able to work on the portal spawning issue?
I have seen mods that allow you to put 0 in the config for some items to disable them. I am able to disable the use of most of the items on my server, the large problem though is that the items im removing are generating in the chests in the hollow hills and dungeons. I would like to disable these from spawning there at least if i am unable to disable them completely, Maybe a config area for items that get generated in the dungeons? Other mods give sections where u can disable items. It is a very good option to have when you have powerful items such as ore magnets.
Yeah, i agree, you should fix this!
I am also interested in adding owls. I may give it another try sometime.
Exactly. How strange.
Right. The answer is no.
Oh no, I'll see if I can fix that.
I haven't.
Adding options to everything complicates the code, making it harder to maintain or add new things. It also makes it hard to present a coherent experience with the mod.
If you want to talk about your balance concerns, we can do that, but I'm not adding a bunch of special-case options.
Yeah but the Millenaire dev added something to the code that stops that now, something to do with the dim_ids or something like that?
Anyways villages only spawn in the Overworld now.
Hmm, this could be an interesting new mob!
Though... if you are looking for new mobs, there is this sort of vampire creature out there in the mythos that is a floating head with its intestines dangling down below it that goes back in its body to hide.
You could have it float around the world and then sometimes go back to its body where it would be vulnerable, maybe have the player have to follow the head to find the body.
It eats the blood of a stillbirth if I remember right but you don't need to include that part lol
player.me/felinoel
they don't mean THAT twilight, they mean the twilight in between mid-day and night
Plus there is a certain girlfriend or wife of one of the main characters of the Yogscast who would endorse the $#!7 out of you if you add owls, lol that is all she would do.
xD
player.me/felinoel
*somewhere in code* if(getLineInConfig( /* some line number for specified item/feature */) == 0) { /* Empty */ }
else { /* code for item spawning or creation */ }
If you made a class from which all of your items were extended (i.e. SomeClassName.class and SomeOtherClassName extends SomeClassName) with the above then all you would need to do to 'extend' that functionality is make the specified line number be changeable, i.e. some variable created in the superclass and changed in the subclasses...
The idea is you have code to create your items in the game, removing that code to disables it; to simply remove code (without actually deleting it) use an if/then/else switch with the generation code on one case and a blank line for the other (as exampled above). Then add a line in your config file with the name of the option and a 1 (for enabled). It is likely that instead of using line number using an actual text field would be better, my example is just the most simplistic.
Also, I reported an error a while ago. Dunno if you fixed it already ('twas an older version) but I didn't see anyone comment... so, thought I'd mention it again.
Also, for the same object, the Uncrafting Bench, a simple way to enable functionality for nearly all mods is to get their crafting recipe directly. While I'm sure there is a way to do this, I haven't the slightest idea of what it is. Mods with guides for crafting (like crafting guide) may help you figure it out-you could ask their creators. But, then, that's only if you choose to do it this way.
Lastly, hardly any of the items you have created are actually 'over powered' or even 'too powerful'. The Ore Magnet has a limited number of usages and this is compounded by the amount of ore you get (and still used if you don't get any). The idea that not having to dig blindly through a chunk of dirt and stone to 'maybe' find ore to play properly kind of removes a LOT of other mods from game play... (I've personally used it to get ore on a ceiling down to a closer area... lazy, I'm sure-as I could have made a 1x1 pole up... but I also needed the room). Final comment, any feature of any mod is overpowered if used alongside another feature of another mod that MAKES it overpowered. If you don't like it, don't use it... or either mod. These 'features' have been balanced by their creators to the best of their ability and knowledge. We're all... well... you're all humans here (I assume) and we all make mistakes or have some mod or another we didn't know about. Better enchanting + any mod that adds enchants to crafted items + Uncrafting table can be overpowered, if you have the time and patience to craft, disenchant (gets levels), uncraft, and repeat. If your concern is a server, and players who will blatantly ignore posted rules and use banned items, then there are mods to remove (specified) items from inventories...
In a word, no.
A Manananggal? They're definitely an interesting monster, but not really what I'm going for.
It's not workable in the current codebase to have all the items inherit from one class. Many of them have to inherit from ItemFood or ItemArmor or ItemPickaxe or things like that.
And you can't just disable items in one place. There's code all over the place that creates items. They appear in chests, from monster drops, there are crafting recipes... Putting checks in all of those places creates complexity, and complexity creates bugs, and makes it harder to update to new minecraft versions. Unneeded complexity kills software projects.
But really the code issue isn't even the determining factor. I added those items to the game for a reason and I'm not going to un-add them. I am not a big believer in options. Options water down creative work. You can't get a version of say, Harry Potter, where your favorite character doesn't die, and the series is stronger for it.
I understand that operating a server is different from reading a book, and I have sympathy for server operators. But the answer is still no.
What is the error?
I'm not quite sure what you're saying. The uncrafting bench uses the recipe database, so it should work with other mods items.
player.me/felinoel
I've waited a while, i dropped and picked it back up. It just won't load.
Is there a way to make it load or is it a known bug
I never get mod authors reluctance to give players options.
I find options make mods MORE powerful, more flexible, better, not watered down as you put it.
they first start blank until you right click them IN the twilight forest.
What's not to understand. I don't want to code it, so I'm not going to. I've really spent too much time and energy on this discussion already.
You're welcome to program a mod that removes an item from the game. I'd bet there's server administration tools that do that already. I'm not going to do it. Asking me repeatedly, when I've already said no taxes my goodwill towards this community.
Right, forgot about that.
True... but you can disable the code itself... Anyway, as you say in the next quote, you aren't going to do it, so it's a moot point.
I understand this. It was a suggestion of a method to do what you said wasn't simple to do. You are essentially right, it isn't 'simple'. It would require adding code to block other code, which adds complexity, etc, etc.
I don't understand your disdain for options, but it is your mod and you have the right to do it the way you want to.
Also, in a word, fanfiction. (In relative terms, mods that modify mods.)
You had successfully prevented Thaumcraft3 enchantments from being reforged onto other materials (i.e. from a thaumium tool/weapon/armor to some other material) but only if it is the only enchantment. If there are other enchantements it will crash the game with a 'concurrent modification exception' (line 230 of ContainerTFUncrafting). This is, of course, for the 1.4.7 version (I haven't updated as the mod pack I use hasn't updated). The post is here: http://www.minecraftforum.net/topic/561673-151-the-twilight-forest-v1171-the-ur-ghast-awakens-new-secrets/page__st__6240#entry21825232
Ok, I only mentioned is because I have run into some things that don't. Bronze armor, for example. I'd tell you what mod it was from but I, uh, cheated to get the same effect as uncrafting it (so I no longer have it...)