LaniTheEater, do you expect me to write a mod adapter from an older Minecraft version to newer?
That is not happening. Even if you just decompile the old mod with old MCP and try to recompile with new MCP it will give you better results than a program ever can adapt.
But don't fret - starting with Forge for Minecraft 1.5, Forge team made a method to make mods compatible with future versions of Minecraft, it works well enough.
What could happen with my mod, is support of a non-updated mod for an old Minecraft version.
It's not an issue at all to add support for RedPower2 API for Minecraft 1.4.6/7.
Mods won't have to be updated if they use this version-indepencence feature of Forge and future version of Minecraft doesn't change the game part mod depends on. For example, if next Minecraft reworks world generation, mods depending on worldgen may break regardless, but ones adding new craftable items will still work.
FSMAcolyte, as I see from the code, Thaumcraft elemental hoe should work as bone meal for everything that can be grown using bone meal. What mod crops or trees won't work with it?
wooby6, could you reproduce this bug with mod_moreEverything being the only mod in the game? Or at least with the minium amount of other mods.
Also I suspect it might have something to do with the version of Java, so if you could try different Java version that would be helpful as well.
Ok ive managed to track down the mod conflict surprisingly its OpenPeripheral-0.1.9.jar the computercraft mod mod (that is not a typo its a mod for computercraft)
Secondly, are you sure it's moreEverything that makes your game lag? Have you tried with only it and Forge/ModLoader installed? What's your Java version?
I want to add thaumcraft aspects to missing stuff from ExtraBiomesXL, Biomes O Plenty and Natura. Where do I look up what I call said item?
like "item.xyz, -1, "wood", 5, "stone", 5"
item prefix is used for vanilla Minecraft item and block IDs.
Mods use the form mods.modname.itemname, you name additional items yourself as you load them from the mod configuration file.
Generally you first need to get an item ID from the mod configuration file, save it in a variable, and then use in APIs.
For example, to read IDs from Natura mod:
// use m for mods.modname to have a shortcut to write
// m.itemname instead of mods.modname.itemname each time
var m;
// Check if the mod is loaded
if (m = mods.natura)
{
// Load the configuration file and proceed if successful
if (GetFile("Natura.txt"))
{
// Generally, block IDs are exact and item IDs need to be increased by 256,
// but check ID in NotEnoughItems and compare to config file just to be sure.
m.foodItems = FindIntMatch(/I:"Food Items"=(\d+)/)+256;
m.barleySeeds = FindIntMatch(/I:"Barley Seed"=(\d+)/)+256;
m.cloud = FindIntMatch(/I:"Cloud Block"=(\d+)/);
m.sapling = FindIntMatch(/I:Sapling=(\d+)/);
m.door = FindIntMatch(/I:"Door Item"=(\d+)/)+256;
m.bloodwood = FindIntMatch(/I:"Bloodwood Block"=(\d+)/);
m.redwood = FindIntMatch(/I:"Redwood Block"=(\d+)/);
m.wood = FindIntMatch(/I:"Wood Block"=(\d+)/);
// add others similarly, as a parameter to FindIntMatch you generally need something
// like /config_line=(\d+)/ as per Forge config format, (\d+) captures the number
}
}
And then to use it in Thaumcraft API:
var m;
if (m = mods.natura)
{
// For items without metadata, use -1 as second parameter;
// For items with, look up the metadata value with NotEnoughItems
RegisterObjectTag(m.foodItems, 24, "plant", 1, "flower", 1);
}
Hi there I finally found a use for this mod! I found conflicting recipes now and I need your help... Okay I have 4 mods that all use the same recipes for some potions right... Well what I would like to know is how I change this using this mod???
I have 4 mods that all use the same recipes for some potions right... Well what I would like to know is how I change this using this mod???
You need to determine the item ID and metadata that you want to be able to craft and add a recipe for it using the AddRecipe() function.
For its usage see the mod scripts and configuration file.
You need to determine the item ID and metadata that you want to be able to craft and add a recipe for it using the AddRecipe() function.
For its usage see the mod scripts and configuration file.
Will this new recipe prevent or remove the old recipe? Because I have a custom recipe mod installed if that is what you mean... Also do potion Ids affect what ingredients the potions use? I noticed that these potions all used the potion id of 21.
The Meaning of Life, the Universe, and Everything.
Location:
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Flaeme <3
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Hmm, I'm getting a weird crash on startup. http://paste.ubuntu.com/5862061/ It seems that Sun has shuffled/removed things in Java 8 for Nashorn, which has broken your Rhino script engine. Any ideas other than downgrading to 7 again? I like not needing to worry about PermGen space.
- Flaeme, out.
Right, Java 8 early access doesn't include the Rhino script engine.
I'll see about making the mod being able to use the external, original Rhino engine to be compatible with Java 8 and other runtimes.
The Meaning of Life, the Universe, and Everything.
Location:
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Flaeme <3
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That would be nice - you probably could check if say that sun.org.mozilla.javascript.internal.Context class exists and use either the script engine based upon the integrated Rhino or a downloaded Rhino that way (including maybe stopping MC loading with an error if there is also no external Rhino engine in the classpath and provide a DL link). Then, you just need to figure out how to adapt everything else. >.> I'd try to help, except Forge setup is broken on my computer, with weird errors coming from the diff patching. Probably something to do with how I have Cygwin, MinGW+MSYS, GitMSYS, and maybe more all on the same computer.
- Flaeme, out.
That is not happening. Even if you just decompile the old mod with old MCP and try to recompile with new MCP it will give you better results than a program ever can adapt.
But don't fret - starting with Forge for Minecraft 1.5, Forge team made a method to make mods compatible with future versions of Minecraft, it works well enough.
What could happen with my mod, is support of a non-updated mod for an old Minecraft version.
It's not an issue at all to add support for RedPower2 API for Minecraft 1.4.6/7.
Result:
Then I have an idea of having a little GUI, probably interacting with Not Enough Items mod, that allows adding references to mod items easily.
And then I'll see to adding various mods APIs.
Thanks for the suggestion.
see mediafire link below for full crash report
http://www.mediafire.com/?hegudfo755vrpyn
(yes its a big report mostly due to me running a custom Forecraft1 client (Direwolf20 SMP season 5) with over 100 mods
Also I suspect it might have something to do with the version of Java, so if you could try different Java version that would be helpful as well.
> Any way to add fuels (with duration) to furnace carts?
Not in any easy way, as it accepts only coal and neither Forge nor ModLoader provides API to change that.
Secondly, are you sure it's moreEverything that makes your game lag? Have you tried with only it and Forge/ModLoader installed? What's your Java version?
Java outofmemory errors/severe lag
Out Of Memory PermGen Fix
item prefix is used for vanilla Minecraft item and block IDs.
Mods use the form mods.modname.itemname, you name additional items yourself as you load them from the mod configuration file.
Generally you first need to get an item ID from the mod configuration file, save it in a variable, and then use in APIs.
For example, to read IDs from Natura mod:
And then to use it in Thaumcraft API:
Please respond asap thank you!
http://www.youtube.com/Radical924
You need to determine the item ID and metadata that you want to be able to craft and add a recipe for it using the AddRecipe() function.
For its usage see the mod scripts and configuration file.
http://www.youtube.com/Radical924
In case of brewing this mod doesn't currently have built-in functions for it.
- Flaeme, out.
I'll see about making the mod being able to use the external, original Rhino engine to be compatible with Java 8 and other runtimes.
- Flaeme, out.