Although It won't get read by the people we want to have read and understand this
I'm pretty sure I understand what's going on, she is a perfectionist, nothing bad or wrong with it I am too. A lot of people have no idea how much work is going on here, modding takes time and RP2 is a big and awesome mod. She is probably rewriting a lot of RP2 maybe splitting things into modules and stuff like that. A lot of people are unhappy right now, but she knows that she is going to be dealing with a new api eventually so she probably wants to add less stuff for the moment, less to convert, and make what she has better as well as an easier conversion. Someone is gonna try to replace it, go right ahead, when she's done, it won't be long before she blows it out of the water and you just wasted your time. Honestly it's silly to update to 1.5 right away because look at how fast 1.5.1 and 1.5.2 came out and would need new updates how much stuves is she gonna be able to add/improve if she is constantly updating? I think she likes to wait until Mojang is happy with the version and has fixed all the bugs before she updates, why waste your time? She is not a slave guys she is an awesome talented modder, just wait, she will BLOW YOUR MINDCRAFT!
You want her to come out of her shell? Stop harassing her! Then thank her for not dumping the mod in the midst of all of it like I'm about to do, THANKY YOU ELORAAM!!! I don't understand this talk about replacements either, I see RP2 as well as BuildCraft and/or IndustrialCraft, Equivalent Exchange, ThaumCraft, and a few other mods as CORE mods. They each individually add to minecraft in a mostly balanced way, cough EE cough (they'll find a balance). I pick 1, if i do BD and IC2 I turn off quarrys, basically the whole auto build module and the suits/weapons that are retardly/retardedly (Couldn't decide ) OP, EE ones are OP too and the BD pipes are a little easy to make they can keep everything basically the same just make a pipe building block (require atleast some ironblocks maybe a diamond or two, 1 building material in middle 8 panes makes two pipes. I think a lot of us have strayed too far from vanilla MineCraft which is exactly what Notch and Jeb were/are being careful not to do themselves to avoid ruining the game. So I have replacements I can use until RP2 is updated and yes you can build quarries and auto builders with RP2 but they are homemade and lots of creative fun. You put a bunch of those mods together and your basically in creative mode, so why even bother adding the mods, just play in creative, some people play creative on top of all of them... lol (which it perfect for new players to learn about the mods and how to use them). I think it's time we all get back into the adventure, the lurking dangers, and the sense of accomplishment when you build something you actually EARNED that made most all us fall in love with MineCraft to begin with.
I propose that Mojang incorporate an OPTIONAL system that you could turn on or OFF, which would attempt to maintain their idea of balance within MineCraft, based on which mods are chosen, perhaps even down to modules, an OPTIONAL system for people that want to play MineCraft with mods in a balanced creative environment approved by Mojang, with possible suggestions to OP/afflicted mods that could offer ALTERNATE modules to be included. Maybe sort mods by CORE, MODules (mods and partial mods where mods and modules get filtered by which CORE mod is chosen and can include partial CORE modules) and Tweaks ("Tweaks" could never be OP and only classified as that by Mojang as well as CORE). As well as explanations allowing modders to provide ALTERNATE modules, and to hopefully cure some cases of crabbies. This function would be OPTIONAL so don't squeal pigglets!
A brand new version of MineCraft should really be treated more like a snapshot until all the bugs are fixed, how badly do you need hoppers when you got pipes??? MultiMC is an awesome program that let's you play older versions, and have multiple modded MineCraft jars, each with their own saves I highly recommend it! You can have Multiple single CORE modded jars and a sandbox jar, so you can still experience all your favorite mods, and not all at once if you want balance. Mojang would be wise to follow in it's footsteps. So stop harassing modders, stop spamming forums with useless info (if 5 people mention a bug that's more enough (but I don't want to read a 2000 page forum, yeah because of all the ******* spam...)) Forums need to be able to wipe their forum clean, an archive function could do this while still allowing access and improving development. Let them get more actual work done, and you will see an improvement in mod development while improving your immunity to crabbies.
I wasn't too harsh now was I? I posted a Red Torch Lever request in the request section that I think would look really good in RP2 if you like the idea Eloraam, again THANKY YOU so much and I can't wait to see what is to come. I'm sure there are tons of grammar/spelling errors, frankly who gives a ****, loosen up and have some fun!
Please read the entire post and just think about it for a few minutes. No insults just my opinion of what is going on and how we can fix it. I could be wrong, but you won't know if you don't read it and consider it. I want to improve MineCraft for everybody. We all have one HUGE thing in common MINECRAFT!!! Yet we have a community that is torn apart and inefficient.
I'm not trying to argue with people or stir people up, I'm actually trying to help people. The way I look at it is 1.5 and 1.5.1 and 1.5.2 are NOT for people who mod, they are for people who play vanilla. 1.4.7 which is stable/clean and finished is for people who DO mod, If you use mods there rarely is anything you need from 1.5/newest version anyway. I'm not saying that mods should never update, but there is way too much pressure and insults being tossed at the modders if they don't update to 1.5, 1.5.1, and 1.5.2 immediately. They are torn because they have to choose between giving you more content, or constantly updating (really boring...). There is a cycle that would be the most efficient in the long run if you want to improve your MineCraft experience so here it is.
Okay so 1.5/newest version comes out, this is what I think should happen. They should keep adding to the 1.4.7 mods, adding new stuff and features once they are relatively stable and clean, and support it with fixes and improvements. Modders should not update their MineCraft, if it ain't broke don't fix it. When the finished, stable/clean version of 1.5.x/ect. comes out, they should work on updating it. Players should not update their MineCraft until all the mods they want have been updated as well, and if one is behind throw them some ENCOURAGEMENT and SUPPORT. A lot fewer mods will die if the modders aren't harassed/ridiculed all the time. With this system you should always have a relatively stable/clean modded MineCraft at all times, it would also maximize productivity. This means that the mods will improve our MineCraft experience overall at a much faster rate. I wouldn't be surprised if Eloraam is working with 1.4.7 which many people have already dropped, she isn't hiding anything from us. This would set in place what is universally to be expected from BOTH sides. I'm not saying there won't be occasional exceptions, some awesome new feature, as long as the version is stable/clean, it doesn't have to be finished, but it has to be something significantly worth it. Maybe even have the modders agree to what versions they will update to, if some want to update more often they can. As long as the agreed version if readily available.
But here's the twist, what is really going on here? Ultimately I think people are getting bored, and are anxiously awaiting the new version of MineCraft hoping that it will somehow spark the life back into MineCraft. SOME NOT ALL are getting more excitement or even a high out of harassing/ridiculing and criticizing/trash talking, than they do from playing the game. If the mods aren't updated immediately, they go TURBO! ("TURBOTASTIC!"...) Others get caught up in the drama, they pick sides, then you have fights and arguments breaking out. This is what breaks Eloraam's heart, she can't stand the drama anymore. She wants to improve the MineCraft experience for all of us.
So why are people getting bored? I think it's because their MineCraft is overloaded with mods, making the game too easy. All of a sudden building anything you want is a breeze, and there is no challenge because your armor is indestructible... I'm not saying that there is anything wrong with having a lot of mods, but I think people need to attempt to preserve the balance (which Notch/Jeb have/are delicately trying to maintain) in their MineCraft.
So how do we decide what is balanced and what isn't? I propose that we don't! I thought of a system it's in my earlier post.
Soo... I don't really know what you said, but I read it as you want mojang to take control of the mods that we use. If this isn't the meaning of the post, please clarify.
Soo... I don't really know what you said, but I read it as you want mojang to take control of the mods that we use. If this isn't the meaning of the post, please clarify.
No he wants Mojang to institute an "optional" system that takes controls of all the mods and only lets you use the parts/modules of them that they consider to be balanced for the game and not too "OP".
LOL...
Guy is already out there in lala land somewhere with 47,000 mods installed to his game and is still bored and wants Mojang to somehow fix it for him. I guess some people just can't learn to be creative and have a good time just building new things. I'm not talking about slavishly copying the latest automatic soul shard spawner pipe collecter thingy or whatever the hell else you just saw on Youtube. I'm talking about actually creating something yourself with no help in designing it by anyone.
No he wants Mojang to institute an "optional" system that takes controls of all the mods and only lets you use the parts/modules of them that they consider to be balanced for the game and not too "OP".
LOL...
In relation to what mods you have selected... If you want full RP2 (pipes and frames), you can't get BuildCraft's quarries, builders, or pipes or IndustrialCraft's machines. That's an example to give you an idea. The CORE and MODules you select would filter the remaining mods you could add, if they affect balance. An optional system, that let's you choose, within reason. This would mostly remove redundancies and exploits. Like with Equivalent Exchange putting blaze rods into the IndustrialCraft machines. I did it! I'm guilty too. I think you would have to experience it to appreciate it.
I responded to someone on the RP2 forum they basically said this
"You are speaking too much from your own perspective and mod load-out... ...and you're trying to bring too much 'general minecraft modding' material into this one specific instance."
He then explained that he can't go back to 1.4.7 because forge and other mods are already in 1.5.x and bugfixes and went on to blame Eloraam for our torn community. Here's my response.
"You certainly are a feisty one. My modpack includes RP2 at its CORE, and here I am supporting Eloraam, not begging/criticizing her for not having a 1.5.1 version. I'm using 1.5.1 because I'm addicted to the sixtygig texture pack plus I have the shaders working for it and it's too much work to try to update all of it for 1.5.2 and I'm not even programming mods, this is just updating a modpack testing new things and all that, I can't go back to 1.4.7. Am I angry that's my modpack is incomplete? No I'm not, I'm excited because it has so much potential, I have several mods I'm so excited about and I'll be able to use most and hopefully all of them. I'm encouraging them and supporting them because I like their ideas. I'm not thinking about now, I'm thinking about later. So If your not in my position and your modpack is complete, why leave 1.4.7? You would have RP2. I support her and I am willing to wait, You don't support her and you are not willing to wait... Why is that? The reason your mods are acting up like that is because some modders are working with 1.5.1 rather than still using 1.4.7 If all the modders had agreed on 1.4.7, forge would have no need to go beyond 1.4.7. Communities aren't communities without communication. You just have to do some research to get all the versions matching but you'll lose some of the latest stuff, if we were all on 1.4.7 we would have all latest stuff except vanilla hoppers..."
Does anyone remember 1.2.5? Remember how long it took for 1.3 to come out? I remember some people were complaining about it. It was the most productive growth period for mods that I have seen, because they did not have to worry about updating anything to a new MineCraft version or dealing with the new bugs. The MineCraft bugs are not their responsibility to deal with, those are Mojang's responsibility. Not only did Forge make a lot of progress too, a lot of mods became more compatible with forge during this time as well. Communities are not communities without communication. Play dangerously! You'll have more fun You could always make the first MineKraft cheese mod.
Here's another one, I feel for you guys I really do... Well, I really just want this fixed...
Nry, on 06 May 2013 - 10:19 AM, said:
All I want is up-to-date feed the beast, where minecraft and mods are made better than they are in 1.4.7. If I could have everything neatly packed as it is for 1.4.7, I'd be happy. But I don't feel like throwing everything out, bothering with configurations, ID conflicts and possible gamebreaking crashes and bugs. Support Eloraam as much as you want - It's her to blame in stripping FTB users of the latest minecraft and mod versions.
I understand what you are saying, but If you could imagine for a second the system I proposed in action. Everyone agreed to 1.4.7, all mod progress would stay with 1.4.7, forge would stay with 1.4.7 everything would work. The problem is for some reason there are people who think they need vanilla hoppers This will never get better if we don't fix it. Not only that but mods won't have to spend so much time and energy updating as often and/or working with/around MineCraft bugs that are Mojang's responsibility not theirs. This means more content for us in the long run! Eloraam is trying to do exactly would she should be doing, the problem is that people don't understand why she's doing it. If people drop 1.4.7 there is no point updating new content because people won't use it. If we can all communicate and understand this, she will be seen.
Okay... we may have to apologize too... But I'm cool with that!
Updating/Keeping it up to date is way easier than Jumping over a update in my opinion.
Are you a modder? First you have to adjust for bugfixes if they are affecting your mod. Then you have to fix it again when Mojang fixes it. A clean 1.4.7 update to a clean 1.5.x finished is gonna be way less time consuming and way easier! All the time you would spend on the other updates is production and new content. Why do you want vanilla hoppers? Why do you want to deal with the MineCraft bugs? There is no need for it, you could have all the new stuff from the mods and RP2 if we had this system!
The good news is that this is up to the modders, and not the players who want the vanilla hoppers... They will understand this and they will do this in the future. When 1.5.x is finished, clean, and stable we should stay with it until 1.6.x is finished, clean, and stable. Either it will work or the world will end...
No he wants Mojang to institute an "optional" system that takes controls of all the mods and only lets you use the parts/modules of them that they consider to be balanced for the game and not too "OP".
LOL...
Guy is already out there in lala land somewhere with 47,000 mods installed to his game and is still bored and wants Mojang to somehow fix it for him. I guess some people just can't learn to be creative and have a good time just building new things. I'm not talking about slavishly copying the latest automatic soul shard spawner pipe collecter thingy or whatever the hell else you just saw on Youtube. I'm talking about actually creating something yourself with no help in designing it by anyone.
Try it sometime, it can be a lot of fun.
Where did this come from? I'm working on a personal modpack that only uses RP2, not BD, not IC2, not EE, not Thaumcraft, and none of those other ones, because adding too many of these affects the balance, I pick one, I could pick any one of them if I get bored, but I avoid breaking the balance. I'm not saying you should never use RP2 circuitry but if I wanted BD I would drop the RP2 frames and RP2 pipes. Overall I bet it would improve performance as well.
I never claimed to have created any mod so how could I copy anyone? The only thing I could take credit for is how I bring them together using the config files IF I alter them. I just have some experience with programming, I can relate to and understand how a lot of these mods come together and how much effort really goes into them. I can think of fun ideas and suggestions for how things could be done. I'm looking for creative ways to make MineCraft, if anything, more challenging, My modpack (WIP) currently has "32 mods" (from the MineCraft title screen, not including RP2) I have 4 that I'm really looking forward to using and 1 I want to mess with to see if I like it. Is my mod count higher than yours? If not, I bet it's not much different. I'm looking for creative ways to make the game more challenging, forcing me to think of creative solutions. Here are some pictures and videos, enjoy! I took a lot of pictures for the sixtygig texture pack (WIP) so he could see them. I haven't adjusted these configs yet, I did adjust the shaders.
I just noticed the 13w16a snapshot, so I HIGHLY recommend all mods/forge/players (who mod) stay with 1.5.2 until the last 1.5.x is complete, use that, then wait for the last 1.6.x to be complete and so on. If you don't know how to maintain your 1.5.2.jar, try Multimc it will let you have any number of .jars at the same time, all modded out, and each with their own save files! You can also preserve your latest fully functioning mod pack if you keep it backed up and are careful. You can also easily test out snapshots and still provide feedback. Let's see how well this works shall we? Modders should NOT be expected to update to 1.5.2 right away. Please be patient, we might have to wait for the last 1.5.x before we are completely synchronized. Once we are, everything will be smooth I promise! Communities are not communities without communication
I also have an idea for a mod feedback system that could be included in Mojang's API. If they would like to learn more, I would be more than happy to share!
Aww, look at the little person playing forum all by himself.
Between the wall's 'o text, the fact that your writing is all over the place and you can't seem to settle on a single subject, that you seem to be giving advise to modders despite not being a modder yourself, and your seeming opinion that the modding community should walk at the pace of it's slowest member...Yeah. Not seeing the point of the thread.
To be honest, I don't think you read much of the thread at all. If you read it, you may start to understand. You want vanilla hoppers and vanilla horses more than you want a completely updated, fully functional modpack 24/7. This includes RP2 and all, or does it? It would actually include even more content! Because they would have more time to add new content which is the fun, exciting part! Updating is boring, especially for people want the vanilla hoppers and vanilla horses they have no need for!
Here's an example of some appreciation, encouragement, and support for an excellent mod idea, that might have died otherwise. Oh, and by the way, if we were all still on 1.4.7, he wouldn't be waiting for a forge fix... Do you think that affects the production of his mod? http://www.minecraft...arrows-mod-v10/
It would also give mods like Better Ore Distribution and Finite Liquids a chance to catch up, maybe with a little support from forge. Just because you don't care about these mods doesn't mean others don't.
I'd like to comment on this as a modder. I'd highly suggest EVERYONE that bags for mod updates to start modding. Updating to a new version is really time-consuming. Especially when 1.3 came out (client/server merge + more), and now with 1.5 too (texture loading, rendering). Now whenever you need to update to a version, you have to fix all that errors that you've got (800+ for 1.5 update for AdvAgi) and learn the new mechanics Mojang added. You've just settled on some code that works, and then Mojang changes something and you basically HAVE to rewrite everything considering that part again. Eloraam has a very special mod, and I don't think a lot of people realize this. Redpower has always had features most other mods didn't, like custom models that don't use the standard Minecraft modelloading (now Forge added a obj parser), blocks with 1000+ subID values (covers), and when a new version messes with this, She'd have to rewrite a lot of (probably) very difficult code. (I wish everyone who try to write RP2 just because Elo doesn't all the best of luck!) You guys should have respect for these people, not spam them with questions about when the mod gets updated.
As for the "Mojang messes with your mods" part (at least that's how I interpreted it), I don't think I'm with you on that one. I know that there is a lot of internal trying to balance the mods as best as possible, when still maintaining independence from other mods. The authors of the mods probably have a way they want their mod to be, and they have most likely presented the mod as they want. When you think something is OP, just don't use it and possibly tell the mod author what you think. Most mod authors (at least I) always stand open for CONSTRUCTIVE criticism/comments.
I'd like to comment on this as a modder. I'd highly suggest EVERYONE that bags for mod updates to start modding. Updating to a new version is really time-consuming. Especially when 1.3 came out (client/server merge + more), and now with 1.5 too (texture loading, rendering). Now whenever you need to update to a version, you have to fix all that errors that you've got (800+ for 1.5 update for AdvAgi) and learn the new mechanics Mojang added. You've just settled on some code that works, and then Mojang changes something and you basically HAVE to rewrite everything considering that part again. Eloraam has a very special mod, and I don't think a lot of people realize this. Redpower has always had features most other mods didn't, like custom models that don't use the standard Minecraft modelloading (now Forge added a obj parser), blocks with 1000+ subID values (covers), and when a new version messes with this, She'd have to rewrite a lot of (probably) very difficult code. (I wish everyone who try to write RP2 just because Elo doesn't all the best of luck!) You guys should have respect for these people, not spam them with questions about when the mod gets updated.
As for the "Mojang messes with your mods" part (at least that's how I interpreted it), I don't think I'm with you on that one. I know that there is a lot of internal trying to balance the mods as best as possible, when still maintaining independence from other mods. The authors of the mods probably have a way they want their mod to be, and they have most likely presented the mod as they want. When you think something is OP, just don't use it and possibly tell the mod author what you think. Most mod authors (at least I) always stand open for CONSTRUCTIVE criticism/comments.
I understand completely, that's why I want it to be optional. Almost anything that would be filtered would be to reduce redundancy code and remove exploits. Any mod could be selected as the CORE mod and have basically all it's features. If IC2 is selected as the CORE mod for example, it may remove nano/quantum armor, it may filter quarries and frames. Quarries and Ore refining is a little much. This could also determine the power source for the mod pack making that less confusing. IC2 nuclear power plants are cool and fun! They don't affect fighting or getting stuves and should be available no matter what mods are chosen as CORE mods, RP2 circuitry is the same way. The idea is that a lot of the mods are doing similar things in different ways, this is Great! This allows players to pick and choose what they prefer. Most people use either RP2 pipes or BuildCraft pipes, not both, so why have them all loaded and in the NEI window? It would let players filter mods based on what they prefer. Even if implemented most players, say 90%, won't use it right away, so it's nothing to worry about. It will suck at first, but with feedback and suggestions it could become very nice. A module for a mod may eventually be dropped here or there, that's not a bad thing and it would be the mods decision. A well designed feedback system, if implemented, will tell you exactly what people like about your mod and which modules people may not even be using anymore. That's more time to add and improve to what's really strong about your mod. We will accomplish more if we work together.
I have no idea why it double quoted you, tried to fix it, sorry guys.
Your thoughts are not all that bad, but I've got a couple problems with your idea of suggesting that the Modders do not update their mods to the latest version while still making new features/bugfixes to their mods seems to be a bit tough on a few people. At the current state of Minecraft, reverting to a old version of Minecraft is currently a bit tedious, requiring you to install a program that will let you do something like that. Plus, if one were to force update their Minecraft game, the people who use the mods have to go through the entire process of making it so that they can use mods with it again.
I have a passion for enjoying the refreshing experience of starting all over. Each new version of Minecraft practically gives me a good reason to want to start over in one of my worlds that I use my Mods in, giving the entire game a wonderful sense of doing something new and fresh all over again.
Now, I am not talking you down, but I also have a means to provide some support to your suggestions. I have recently learned from one of the videos, which was posted on the news on the forums that they are going to be releasing a brand new Minecraft Launcher and a new feature that will make it possible for us to change between versions of Minecraft even if a new update is being released, plus, they can be set to a specific version of Minecraft that will make that experience that much more wonderful, allowing you to play Minecraft both with and without mods in the latest version of Minecraft while still being able to play with mods on Minecraft on an older version. When that happens then perhaps the Modders could hold off until Mojang has released a version of Minecraft that is stable enough for them to work on the next big release without needing to make an update to fix up any bugs they might have on the game.
Rollback Post to RevisionRollBack
Come visit my Scroll on Dragon Cave here: My DC Scroll
First of all, I'm really not telling the modders what they should be doing. I'm telling to do what they want to be doing.
Second, I'm responding to people who contribute to my thread asking questions, and I respond to them politely explaining the true roots of their frustration.
Third, not everybody has to read the thread... Just the mod makers, they are the ones who are in control of how this is done.
Fourth, a mod maker has already agreed with most of this on this thread, do you have a mod maker that agrees with you?
Fifth, It's my thread to do whatever I want with. If you want vanilla horses and vanilla hoppers, post a thread explaining why the mod makers should painstakingly update just for you.
Sixth, I have not written any mods, and I'm not the one claiming that the mod makers are devilishly making you wait. From the sound of it, you haven't written any yourself. You want to criticize them, your the one who needs to try stepping in their shoes not me.
Seventh, how much do the people who want vanilla horses and vanilla hoppers donate to the mod makers? They clearly don't understand how much work is really being put their mods. Not only that but they offer little to no useful feedback or support. Who wants to be their poor slaves?
I repeat a lot of things in my responses to clearify and help people understand what I'm saying not because I want to repeat things. I try as hard as possible to cut out the BS and get straight to the point.
Your thoughts are not all that bad, but I've got a couple problems with your idea of suggesting that the Modders do not update their mods to the latest version while still making new features/bugfixes to their mods seems to be a bit tough on a few people. At the current state of Minecraft, reverting to a old version of Minecraft is currently a bit tedious, requiring you to install a program that will let you do something like that. Plus, if one were to force update their Minecraft game, the people who use the mods have to go through the entire process of making it so that they can use mods with it again.
I have a passion for enjoying the refreshing experience of starting all over. Each new version of Minecraft practically gives me a good reason to want to start over in one of my worlds that I use my Mods in, giving the entire game a wonderful sense of doing something new and fresh all over again.
Now, I am not talking you down, but I also have a means to provide some support to your suggestions. I have recently learned from one of the videos, which was posted on the news on the forums that they are going to be releasing a brand new Minecraft Launcher and a new feature that will make it possible for us to change between versions of Minecraft even if a new update is being released, plus, they can be set to a specific version of Minecraft that will make that experience that much more wonderful, allowing you to play Minecraft both with and without mods in the latest version of Minecraft while still being able to play with mods on Minecraft on an older version. When that happens then perhaps the Modders could hold off until Mojang has released a version of Minecraft that is stable enough for them to work on the next big release without needing to make an update to fix up any bugs they might have on the game.
Great post,
I recommend looking into multimc, it's a stand alone C++ program now, incredibly easy I promise! Multiple Jars, all modded/textured, individual save files. You can change versions which, I don't know if it's safe for your saves (save your saves!). His video explains everything! http://www.minecraftforum.net/topic/1000645-multimc-43-windows-linux-mac/page__hl__%20multimc
It's either vanilla horses and vanilla hoppers that you don't need, or more mod content. If something is that amazing they can do a mid update. The Minecraft bugs that they have fix/work with, have to be refixed when Mojang fixes them. As long as the modding community is using the same version there should only be bugs from mod interactions. Which, I think is more of what forge was designed to be handling.
That is great news, I'll be curious to see how it compares to Multimc. The easiest updates will be from the cleanest versions of MineCraft to the new cleanest version of MineCraft. Thank you for your post!
This is kind of thread that I would mark as pointless - why?
1. ,,Aww, look at the little person playing forum all by himself." - thats right, you can't just tell people what to do, and expect WHOLE internet and modding community to just do it.
2. Too much text, repeating - you just write same thing over and over again, and yet - everyone is criticising you. You may ask why? Read this again (I mean Point 2.)
3. Here we can find essay of what modders should do, and just some comments from others that are like 10% of whole thread... and yet - there is still hard to find target of your arguments - you just write, write, write (read Point 2. again) and thats it, no propositions, just talking stuff.
4. Please - I see you have kinda brain (beacuse to write something like this you have to got one) but use it in right way - LISTEN to PEOPLE (yeah - read again replies, this 10% small part of this thread).
5. Pointless - no matter what you will write here, this will never be read by whole modding community, especially when there is so much text, also read Point 6.
6. If you want modders to ACT, please, go learn java, pay for it or do it via internet, then go read whole documentary of Forge or Minecraft src, then try to write mod, then try to make something more than just block (like you GREAT RP2, which development is like 50% of your arguments), and then buy web domain, team up with like 10 other modders, develop Mod API like Forge and then tell other modders what they should do - you just talk (write) like those politics before every elections, and then even do less than them - you are not doing anything, just talking...
Pardon me for posting so quickly, but I think you should reconsider your statement Ernio. I have a real big problem with your sixth point. Have you actually talked with a Modder before, and more importantly, are you a modder yourself? The way you are talking about the Modders suggests that all the mods that they are writing (a.k.a. coding) is boring and that all the time that they have is wasted on nothing but talking when they get together, and I personally take offence to that. I don't ever recall how learning how to write a program with Java to start writing a mod for Minecraft can give you the privilege to start telling what other modders should be doing.
I have done coding back when I was in High School and now, when I see people online or in real life talking about programming, I think it is fascinating! If you have anything to contribute to the subject of what it's like to write a program or mod, I'm all ears, but you should not say anything about how somebody should be doing this in order to do that or talk about how boring it is. If you have nothing to contribute to what you would like to say about modders or this thread, then I strongly recommend you keep your mouth shut!
Rollback Post to RevisionRollBack
Come visit my Scroll on Dragon Cave here: My DC Scroll
I recommend looking into multimc, it's a stand alone C++ program now, incredibly easy I promise! Multiple Jars, all modded/textured, individual save files. You can change versions which, I don't know if it's safe for your saves (save your saves!). His video explains everything! http://www.minecraft...e__hl__ multimc
It's either vanilla horses and vanilla hoppers that you don't need, or more mod content. If something is that amazing they can do a mid update. The Minecraft bugs that they have fix/work with, have to be refixed when Mojang fixes them. As long as the modding community is using the same version there should only be bugs from mod interactions. Which, I think is more of what forge was designed to be handling.
That is great news, I'll be curious to see how it compares to Multimc. The easiest updates will be from the cleanest versions of MineCraft to the new cleanest version of MineCraft. Thank you for your post!
Actually, I haven't have used that kind of stuff, but I have done some programming with C# (it's basically a programming language that uses a lot of elements that are common to both C++ and Java). Coding is pretty fun once you get an idea of how it all works, but that does sound like a fun alternative to another program that is also found on the MC forums call the Version Changer (I'm dead serious).
You can find the video by clicking the news link around the very top of the page called "Minecraft Weekly News: 1.5.2 release, Coal Block, & Realms Interview!"
Rollback Post to RevisionRollBack
Come visit my Scroll on Dragon Cave here: My DC Scroll
I don't entirely understand what you're getting at - could you please clearly outline your points concisely (and quite frankly, to the point)
It seems like you're saying Mojang should add a system to balance mods for you.
If that isn't what you're saying, disregard this list.
If it is, here are a few problems:
Mojang is not associated with any of the mod developers.
There are a large amount of modifications you can make to most mods via configs
Mojang does not have the time, money or will (nor should they) to individually assess even just the "main" (popular) mods
Mods have a lot of features. Games that have little to no mod base (aside cosmetic adjustments) often have trouble balancing their game. Why would you assume they could balance a large amount of content that they didn't create and don't know the use for? (EE2 on its own was not that imbalanced - the combination of automation and things like maceration and darkrooms were most of its imbalance)
This is why modpacks exist. Modpacks are just suggested combinations of mods that have a group supporting or backing, and make it easier to find a server or set up a pack.
In other points, you seem to be trying to tell modders not to update until the latest release of a version.
I would assume mod authors would prefer their mods to be available on every different release, for obvious reasons.
Not every mod requires a large amount of updating - large mods like redpower are often the heaviest hit because they have to rely on a lot more features/classes
Believe it or not, occasionally mojang add decent features that make it worth updating to
I'm sure there are many other points I haven't covered.
When it comes to arguing,
Please stop mentioning Eloraam and redpower. It's seriously undermining your argument - I can't tell if there is anything in the first paragraph or two that can be considered a point. Yes, she is a mod developer that has been hit hard by updates. She's not the only one, nor should you assume she's on your side. Have you asked her opinion? What if she disagrees? You can't demand attention by flailing around a name.
I overemphasize this point because the majority of sentences in the OP have "eloraam" or "redpower" in them. It's not helping your case.
$20 x 10 million = $200 million dollars (20,000,000.00), wtf are you talking about?
They obviously have expressed concerns in maintaining balance, No one is forcing this balance on anyone, besides it's their game. They could drop it if they wanted to...
Have you asked how the mod makers feel, instead of assuming that they want what's best for you, right now? Why do you want things you don't need? If you read the post, I wouldn't need to repeat myself... I want RP2 for my 1.5.x mod pack too, but I still support what Eloraam is doing.
Yes they do add worthwhile features, is it worth crashing your mod pack for those features?
How the **** do you expect them to come out with an API, if their not talking to the mod makers? I believe Dr. Zhark is even helping with their horses.
"EE2 on its own was not that imbalanced - the combination of automation and things like maceration and darkrooms were most of its imbalance." The system would be designed to automatically fix this, so EE and server owners don't have to worry about it.
Mod packs do exist, but I bet the configs are rarely touched, how many people have reconfigured block physics? I have, literally, for 1.4.7, and I still have it, go try figuring that out. I dare you to try my config on 1.4.7, it's not perfect by any means. Watch out for the trees...
updateinterval:8 # Interval in hours to check for updates (lowest value is 8, 0 disabled).
fallrange:64 # The max distance from the player, within which the blocks will begin to move (in blocks).
fallrenderrange:32 # The max distance from the player, within which the falling blocks will be rendered (in blocks).
maxmovingblocks:500 # Maximum number of moving blocks / world.
maxticktime:2000 # The time length of one tick when falling switches off.
catapult:1 # Enable / disable catapult piston ( 1 enabled, 0 disabled).
explosionstrength:150 # Explosion strength modifier 0 - 200 original:100, affects only blocks.
explosionfire:1 # Can explosions cause fire?, 1 yes/ 0 no.
http://photobucket.com/ibeatyou#entry/2020434
http://photobucket.com/ibeatyou?entry=2020427
Although It won't get read by the people we want to have read and understand this
I'm pretty sure I understand what's going on, she is a perfectionist, nothing bad or wrong with it I am too. A lot of people have no idea how much work is going on here, modding takes time and RP2 is a big and awesome mod. She is probably rewriting a lot of RP2 maybe splitting things into modules and stuff like that. A lot of people are unhappy right now, but she knows that she is going to be dealing with a new api eventually so she probably wants to add less stuff for the moment, less to convert, and make what she has better as well as an easier conversion. Someone is gonna try to replace it, go right ahead, when she's done, it won't be long before she blows it out of the water and you just wasted your time. Honestly it's silly to update to 1.5 right away because look at how fast 1.5.1 and 1.5.2 came out and would need new updates how much stuves is she gonna be able to add/improve if she is constantly updating? I think she likes to wait until Mojang is happy with the version and has fixed all the bugs before she updates, why waste your time? She is not a slave guys she is an awesome talented modder, just wait, she will BLOW YOUR MINDCRAFT!
You want her to come out of her shell? Stop harassing her! Then thank her for not dumping the mod in the midst of all of it like I'm about to do, THANKY YOU ELORAAM!!! I don't understand this talk about replacements either, I see RP2 as well as BuildCraft and/or IndustrialCraft, Equivalent Exchange, ThaumCraft, and a few other mods as CORE mods. They each individually add to minecraft in a mostly balanced way, cough EE cough (they'll find a balance). I pick 1, if i do BD and IC2 I turn off quarrys, basically the whole auto build module and the suits/weapons that are retardly/retardedly (Couldn't decide ) OP, EE ones are OP too and the BD pipes are a little easy to make they can keep everything basically the same just make a pipe building block (require atleast some ironblocks maybe a diamond or two, 1 building material in middle 8 panes makes two pipes. I think a lot of us have strayed too far from vanilla MineCraft which is exactly what Notch and Jeb were/are being careful not to do themselves to avoid ruining the game. So I have replacements I can use until RP2 is updated and yes you can build quarries and auto builders with RP2 but they are homemade and lots of creative fun. You put a bunch of those mods together and your basically in creative mode, so why even bother adding the mods, just play in creative, some people play creative on top of all of them... lol (which it perfect for new players to learn about the mods and how to use them). I think it's time we all get back into the adventure, the lurking dangers, and the sense of accomplishment when you build something you actually EARNED that made most all us fall in love with MineCraft to begin with.
I propose that Mojang incorporate an OPTIONAL system that you could turn on or OFF, which would attempt to maintain their idea of balance within MineCraft, based on which mods are chosen, perhaps even down to modules, an OPTIONAL system for people that want to play MineCraft with mods in a balanced creative environment approved by Mojang, with possible suggestions to OP/afflicted mods that could offer ALTERNATE modules to be included. Maybe sort mods by CORE, MODules (mods and partial mods where mods and modules get filtered by which CORE mod is chosen and can include partial CORE modules) and Tweaks ("Tweaks" could never be OP and only classified as that by Mojang as well as CORE). As well as explanations allowing modders to provide ALTERNATE modules, and to hopefully cure some cases of crabbies. This function would be OPTIONAL so don't squeal pigglets!
A brand new version of MineCraft should really be treated more like a snapshot until all the bugs are fixed, how badly do you need hoppers when you got pipes??? MultiMC is an awesome program that let's you play older versions, and have multiple modded MineCraft jars, each with their own saves I highly recommend it! You can have Multiple single CORE modded jars and a sandbox jar, so you can still experience all your favorite mods, and not all at once if you want balance. Mojang would be wise to follow in it's footsteps. So stop harassing modders, stop spamming forums with useless info (if 5 people mention a bug that's more enough (but I don't want to read a 2000 page forum, yeah because of all the ******* spam...)) Forums need to be able to wipe their forum clean, an archive function could do this while still allowing access and improving development. Let them get more actual work done, and you will see an improvement in mod development while improving your immunity to crabbies.
I wasn't too harsh now was I? I posted a Red Torch Lever request in the request section that I think would look really good in RP2 if you like the idea Eloraam, again THANKY YOU so much and I can't wait to see what is to come. I'm sure there are tons of grammar/spelling errors, frankly who gives a ****, loosen up and have some fun!
I'm not trying to argue with people or stir people up, I'm actually trying to help people. The way I look at it is 1.5 and 1.5.1 and 1.5.2 are NOT for people who mod, they are for people who play vanilla. 1.4.7 which is stable/clean and finished is for people who DO mod, If you use mods there rarely is anything you need from 1.5/newest version anyway. I'm not saying that mods should never update, but there is way too much pressure and insults being tossed at the modders if they don't update to 1.5, 1.5.1, and 1.5.2 immediately. They are torn because they have to choose between giving you more content, or constantly updating (really boring...). There is a cycle that would be the most efficient in the long run if you want to improve your MineCraft experience so here it is.
Okay so 1.5/newest version comes out, this is what I think should happen. They should keep adding to the 1.4.7 mods, adding new stuff and features once they are relatively stable and clean, and support it with fixes and improvements. Modders should not update their MineCraft, if it ain't broke don't fix it. When the finished, stable/clean version of 1.5.x/ect. comes out, they should work on updating it. Players should not update their MineCraft until all the mods they want have been updated as well, and if one is behind throw them some ENCOURAGEMENT and SUPPORT. A lot fewer mods will die if the modders aren't harassed/ridiculed all the time. With this system you should always have a relatively stable/clean modded MineCraft at all times, it would also maximize productivity. This means that the mods will improve our MineCraft experience overall at a much faster rate. I wouldn't be surprised if Eloraam is working with 1.4.7 which many people have already dropped, she isn't hiding anything from us. This would set in place what is universally to be expected from BOTH sides. I'm not saying there won't be occasional exceptions, some awesome new feature, as long as the version is stable/clean, it doesn't have to be finished, but it has to be something significantly worth it. Maybe even have the modders agree to what versions they will update to, if some want to update more often they can. As long as the agreed version if readily available.
But here's the twist, what is really going on here? Ultimately I think people are getting bored, and are anxiously awaiting the new version of MineCraft hoping that it will somehow spark the life back into MineCraft. SOME NOT ALL are getting more excitement or even a high out of harassing/ridiculing and criticizing/trash talking, than they do from playing the game. If the mods aren't updated immediately, they go TURBO! ("TURBOTASTIC!"...) Others get caught up in the drama, they pick sides, then you have fights and arguments breaking out. This is what breaks Eloraam's heart, she can't stand the drama anymore. She wants to improve the MineCraft experience for all of us.
So why are people getting bored? I think it's because their MineCraft is overloaded with mods, making the game too easy. All of a sudden building anything you want is a breeze, and there is no challenge because your armor is indestructible... I'm not saying that there is anything wrong with having a lot of mods, but I think people need to attempt to preserve the balance (which Notch/Jeb have/are delicately trying to maintain) in their MineCraft.
So how do we decide what is balanced and what isn't? I propose that we don't! I thought of a system it's in my earlier post.
No he wants Mojang to institute an "optional" system that takes controls of all the mods and only lets you use the parts/modules of them that they consider to be balanced for the game and not too "OP".
LOL...
Guy is already out there in lala land somewhere with 47,000 mods installed to his game and is still bored and wants Mojang to somehow fix it for him. I guess some people just can't learn to be creative and have a good time just building new things. I'm not talking about slavishly copying the latest automatic soul shard spawner pipe collecter thingy or whatever the hell else you just saw on Youtube. I'm talking about actually creating something yourself with no help in designing it by anyone.
Try it sometime, it can be a lot of fun.
In relation to what mods you have selected... If you want full RP2 (pipes and frames), you can't get BuildCraft's quarries, builders, or pipes or IndustrialCraft's machines. That's an example to give you an idea. The CORE and MODules you select would filter the remaining mods you could add, if they affect balance. An optional system, that let's you choose, within reason. This would mostly remove redundancies and exploits. Like with Equivalent Exchange putting blaze rods into the IndustrialCraft machines. I did it! I'm guilty too. I think you would have to experience it to appreciate it.
"You are speaking too much from your own perspective and mod load-out... ...and you're trying to bring too much 'general minecraft modding' material into this one specific instance."
He then explained that he can't go back to 1.4.7 because forge and other mods are already in 1.5.x and bugfixes and went on to blame Eloraam for our torn community. Here's my response.
"You certainly are a feisty one. My modpack includes RP2 at its CORE, and here I am supporting Eloraam, not begging/criticizing her for not having a 1.5.1 version. I'm using 1.5.1 because I'm addicted to the sixtygig texture pack plus I have the shaders working for it and it's too much work to try to update all of it for 1.5.2 and I'm not even programming mods, this is just updating a modpack testing new things and all that, I can't go back to 1.4.7. Am I angry that's my modpack is incomplete? No I'm not, I'm excited because it has so much potential, I have several mods I'm so excited about and I'll be able to use most and hopefully all of them. I'm encouraging them and supporting them because I like their ideas. I'm not thinking about now, I'm thinking about later. So If your not in my position and your modpack is complete, why leave 1.4.7? You would have RP2. I support her and I am willing to wait, You don't support her and you are not willing to wait... Why is that? The reason your mods are acting up like that is because some modders are working with 1.5.1 rather than still using 1.4.7 If all the modders had agreed on 1.4.7, forge would have no need to go beyond 1.4.7. Communities aren't communities without communication. You just have to do some research to get all the versions matching but you'll lose some of the latest stuff, if we were all on 1.4.7 we would have all latest stuff except vanilla hoppers..."
Does anyone remember 1.2.5? Remember how long it took for 1.3 to come out? I remember some people were complaining about it. It was the most productive growth period for mods that I have seen, because they did not have to worry about updating anything to a new MineCraft version or dealing with the new bugs. The MineCraft bugs are not their responsibility to deal with, those are Mojang's responsibility. Not only did Forge make a lot of progress too, a lot of mods became more compatible with forge during this time as well. Communities are not communities without communication. Play dangerously! You'll have more fun You could always make the first MineKraft cheese mod.
All I want is up-to-date feed the beast, where minecraft and mods are made better than they are in 1.4.7. If I could have everything neatly packed as it is for 1.4.7, I'd be happy. But I don't feel like throwing everything out, bothering with configurations, ID conflicts and possible gamebreaking crashes and bugs. Support Eloraam as much as you want - It's her to blame in stripping FTB users of the latest minecraft and mod versions.
Okay... we may have to apologize too... But I'm cool with that!
- snubmansters.com
Are you a modder? First you have to adjust for bugfixes if they are affecting your mod. Then you have to fix it again when Mojang fixes it. A clean 1.4.7 update to a clean 1.5.x finished is gonna be way less time consuming and way easier! All the time you would spend on the other updates is production and new content. Why do you want vanilla hoppers? Why do you want to deal with the MineCraft bugs? There is no need for it, you could have all the new stuff from the mods and RP2 if we had this system!
The good news is that this is up to the modders, and not the players who want the vanilla hoppers... They will understand this and they will do this in the future. When 1.5.x is finished, clean, and stable we should stay with it until 1.6.x is finished, clean, and stable. Either it will work or the world will end...
Where did this come from? I'm working on a personal modpack that only uses RP2, not BD, not IC2, not EE, not Thaumcraft, and none of those other ones, because adding too many of these affects the balance, I pick one, I could pick any one of them if I get bored, but I avoid breaking the balance. I'm not saying you should never use RP2 circuitry but if I wanted BD I would drop the RP2 frames and RP2 pipes. Overall I bet it would improve performance as well.
I never claimed to have created any mod so how could I copy anyone? The only thing I could take credit for is how I bring them together using the config files IF I alter them. I just have some experience with programming, I can relate to and understand how a lot of these mods come together and how much effort really goes into them. I can think of fun ideas and suggestions for how things could be done. I'm looking for creative ways to make MineCraft, if anything, more challenging, My modpack (WIP) currently has "32 mods" (from the MineCraft title screen, not including RP2) I have 4 that I'm really looking forward to using and 1 I want to mess with to see if I like it. Is my mod count higher than yours? If not, I bet it's not much different. I'm looking for creative ways to make the game more challenging, forcing me to think of creative solutions. Here are some pictures and videos, enjoy! I took a lot of pictures for the sixtygig texture pack (WIP) so he could see them. I haven't adjusted these configs yet, I did adjust the shaders.
http://s1301.photobu...r with SEUS fix
http://s1301.photobu...ithout SEUS fix
http://s1301.photobu...r nVidia shader
To be honest, I don't think you read much of the thread at all. If you read it, you may start to understand. You want vanilla hoppers and vanilla horses more than you want a completely updated, fully functional modpack 24/7. This includes RP2 and all, or does it? It would actually include even more content! Because they would have more time to add new content which is the fun, exciting part! Updating is boring, especially for people want the vanilla hoppers and vanilla horses they have no need for!
Here's an example of some appreciation, encouragement, and support for an excellent mod idea, that might have died otherwise. Oh, and by the way, if we were all still on 1.4.7, he wouldn't be waiting for a forge fix... Do you think that affects the production of his mod?
http://www.minecraft...arrows-mod-v10/
It would also give mods like Better Ore Distribution and Finite Liquids a chance to catch up, maybe with a little support from forge. Just because you don't care about these mods doesn't mean others don't.
I'd like to comment on this as a modder. I'd highly suggest EVERYONE that bags for mod updates to start modding. Updating to a new version is really time-consuming. Especially when 1.3 came out (client/server merge + more), and now with 1.5 too (texture loading, rendering). Now whenever you need to update to a version, you have to fix all that errors that you've got (800+ for 1.5 update for AdvAgi) and learn the new mechanics Mojang added. You've just settled on some code that works, and then Mojang changes something and you basically HAVE to rewrite everything considering that part again. Eloraam has a very special mod, and I don't think a lot of people realize this. Redpower has always had features most other mods didn't, like custom models that don't use the standard Minecraft modelloading (now Forge added a obj parser), blocks with 1000+ subID values (covers), and when a new version messes with this, She'd have to rewrite a lot of (probably) very difficult code. (I wish everyone who try to write RP2 just because Elo doesn't all the best of luck!) You guys should have respect for these people, not spam them with questions about when the mod gets updated.
As for the "Mojang messes with your mods" part (at least that's how I interpreted it), I don't think I'm with you on that one. I know that there is a lot of internal trying to balance the mods as best as possible, when still maintaining independence from other mods. The authors of the mods probably have a way they want their mod to be, and they have most likely presented the mod as they want. When you think something is OP, just don't use it and possibly tell the mod author what you think. Most mod authors (at least I) always stand open for CONSTRUCTIVE criticism/comments.
I understand completely, that's why I want it to be optional. Almost anything that would be filtered would be to reduce redundancy code and remove exploits. Any mod could be selected as the CORE mod and have basically all it's features. If IC2 is selected as the CORE mod for example, it may remove nano/quantum armor, it may filter quarries and frames. Quarries and Ore refining is a little much. This could also determine the power source for the mod pack making that less confusing. IC2 nuclear power plants are cool and fun! They don't affect fighting or getting stuves and should be available no matter what mods are chosen as CORE mods, RP2 circuitry is the same way. The idea is that a lot of the mods are doing similar things in different ways, this is Great! This allows players to pick and choose what they prefer. Most people use either RP2 pipes or BuildCraft pipes, not both, so why have them all loaded and in the NEI window? It would let players filter mods based on what they prefer. Even if implemented most players, say 90%, won't use it right away, so it's nothing to worry about. It will suck at first, but with feedback and suggestions it could become very nice. A module for a mod may eventually be dropped here or there, that's not a bad thing and it would be the mods decision. A well designed feedback system, if implemented, will tell you exactly what people like about your mod and which modules people may not even be using anymore. That's more time to add and improve to what's really strong about your mod. We will accomplish more if we work together.
I have no idea why it double quoted you, tried to fix it, sorry guys.
I have a passion for enjoying the refreshing experience of starting all over. Each new version of Minecraft practically gives me a good reason to want to start over in one of my worlds that I use my Mods in, giving the entire game a wonderful sense of doing something new and fresh all over again.
Now, I am not talking you down, but I also have a means to provide some support to your suggestions. I have recently learned from one of the videos, which was posted on the news on the forums that they are going to be releasing a brand new Minecraft Launcher and a new feature that will make it possible for us to change between versions of Minecraft even if a new update is being released, plus, they can be set to a specific version of Minecraft that will make that experience that much more wonderful, allowing you to play Minecraft both with and without mods in the latest version of Minecraft while still being able to play with mods on Minecraft on an older version. When that happens then perhaps the Modders could hold off until Mojang has released a version of Minecraft that is stable enough for them to work on the next big release without needing to make an update to fix up any bugs they might have on the game.
Second, I'm responding to people who contribute to my thread asking questions, and I respond to them politely explaining the true roots of their frustration.
Third, not everybody has to read the thread... Just the mod makers, they are the ones who are in control of how this is done.
Fourth, a mod maker has already agreed with most of this on this thread, do you have a mod maker that agrees with you?
Fifth, It's my thread to do whatever I want with. If you want vanilla horses and vanilla hoppers, post a thread explaining why the mod makers should painstakingly update just for you.
Sixth, I have not written any mods, and I'm not the one claiming that the mod makers are devilishly making you wait. From the sound of it, you haven't written any yourself. You want to criticize them, your the one who needs to try stepping in their shoes not me.
Seventh, how much do the people who want vanilla horses and vanilla hoppers donate to the mod makers? They clearly don't understand how much work is really being put their mods. Not only that but they offer little to no useful feedback or support. Who wants to be their poor slaves?
I repeat a lot of things in my responses to clearify and help people understand what I'm saying not because I want to repeat things. I try as hard as possible to cut out the BS and get straight to the point.
Great post,
I recommend looking into multimc, it's a stand alone C++ program now, incredibly easy I promise! Multiple Jars, all modded/textured, individual save files. You can change versions which, I don't know if it's safe for your saves (save your saves!). His video explains everything! http://www.minecraftforum.net/topic/1000645-multimc-43-windows-linux-mac/page__hl__%20multimc
It's either vanilla horses and vanilla hoppers that you don't need, or more mod content. If something is that amazing they can do a mid update. The Minecraft bugs that they have fix/work with, have to be refixed when Mojang fixes them. As long as the modding community is using the same version there should only be bugs from mod interactions. Which, I think is more of what forge was designed to be handling.
That is great news, I'll be curious to see how it compares to Multimc. The easiest updates will be from the cleanest versions of MineCraft to the new cleanest version of MineCraft. Thank you for your post!
Pardon me for posting so quickly, but I think you should reconsider your statement Ernio. I have a real big problem with your sixth point. Have you actually talked with a Modder before, and more importantly, are you a modder yourself? The way you are talking about the Modders suggests that all the mods that they are writing (a.k.a. coding) is boring and that all the time that they have is wasted on nothing but talking when they get together, and I personally take offence to that. I don't ever recall how learning how to write a program with Java to start writing a mod for Minecraft can give you the privilege to start telling what other modders should be doing.
I have done coding back when I was in High School and now, when I see people online or in real life talking about programming, I think it is fascinating! If you have anything to contribute to the subject of what it's like to write a program or mod, I'm all ears, but you should not say anything about how somebody should be doing this in order to do that or talk about how boring it is. If you have nothing to contribute to what you would like to say about modders or this thread, then I strongly recommend you keep your mouth shut!
Actually, I haven't have used that kind of stuff, but I have done some programming with C# (it's basically a programming language that uses a lot of elements that are common to both C++ and Java). Coding is pretty fun once you get an idea of how it all works, but that does sound like a fun alternative to another program that is also found on the MC forums call the Version Changer (I'm dead serious).
You can find the video by clicking the news link around the very top of the page called "Minecraft Weekly News: 1.5.2 release, Coal Block, & Realms Interview!"
$20 x 10 million = $200 million dollars (20,000,000.00), wtf are you talking about?
They obviously have expressed concerns in maintaining balance, No one is forcing this balance on anyone, besides it's their game. They could drop it if they wanted to...
Have you asked how the mod makers feel, instead of assuming that they want what's best for you, right now? Why do you want things you don't need? If you read the post, I wouldn't need to repeat myself... I want RP2 for my 1.5.x mod pack too, but I still support what Eloraam is doing.
Yes they do add worthwhile features, is it worth crashing your mod pack for those features?
How the **** do you expect them to come out with an API, if their not talking to the mod makers? I believe Dr. Zhark is even helping with their horses.
"EE2 on its own was not that imbalanced - the combination of automation and things like maceration and darkrooms were most of its imbalance." The system would be designed to automatically fix this, so EE and server owners don't have to worry about it.
Mod packs do exist, but I bet the configs are rarely touched, how many people have reconfigured block physics? I have, literally, for 1.4.7, and I still have it, go try figuring that out. I dare you to try my config on 1.4.7, it's not perfect by any means. Watch out for the trees...
updateinterval:8 # Interval in hours to check for updates (lowest value is 8, 0 disabled).
fallrange:64 # The max distance from the player, within which the blocks will begin to move (in blocks).
fallrenderrange:32 # The max distance from the player, within which the falling blocks will be rendered (in blocks).
maxmovingblocks:500 # Maximum number of moving blocks / world.
maxticktime:2000 # The time length of one tick when falling switches off.
catapult:1 # Enable / disable catapult piston ( 1 enabled, 0 disabled).
explosionstrength:150 # Explosion strength modifier 0 - 200 original:100, affects only blocks.
explosionfire:1 # Can explosions cause fire?, 1 yes/ 0 no.
#Movedefs
movedef:20
movetype:1
slidechance:50
inceiling:0
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:21
movetype:1
slidechance:50
inceiling:0
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:0
enddef
movedef:22
movetype:1
slidechance:75
inceiling:0
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:0
enddef
movedef:23
movetype:2
slidechance:100
inceiling:0
insmallarc:0
inbigarc:0
incorbel:0
inncorbel:0
enddef
movedef:24
movetype:1
slidechance:50
inceiling:0
insmallarc:1
inbigarc:0
incorbel:0
inncorbel:0
enddef
movedef:25
movetype:1
slidechance:50
inceiling:1
insmallarc:0
inbigarc:0
incorbel:1
inncorbel:0
enddef
movedef:26
movetype:2
slidechance:100
inceiling:0
insmallarc:0
inbigarc:0
incorbel:0
inncorbel:0
enddef
movedef:27
movetype:1
slidechance:75
inceiling:0
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:28
movetype:1
slidechance:50
inceiling:1
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:29
movetype:1
slidechance:50
inceiling:1
insmallarc:1
inbigarc:1
incorbel:1
inncorbel:0
enddef
movedef:30
movetype:1
slidechance:25
inceiling:1
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:31
movetype:1
slidechance:75
inceiling:0
insmallarc:0
inbigarc:0
incorbel:0
inncorbel:0
enddef
movedef:32
movetype:1
slidechance:50
inceiling:1
insmallarc:0
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:33
movetype:1
slidechance:50
inceiling:1
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:0
enddef
movedef:34 #open
movetype:3
slidechance:75
inceiling:0
insmallarc:1
inbigarc:1
incorbel:0
inncorbel:1
enddef
movedef:35
movetype:1
slidechance:0
inceiling:0
insmallarc:0
inbigarc:0
incorbel:0
inncorbel:0
enddef
#Blockdefs
blockdef:20
movenum:2
move:0:20
move:1:21
moveflipnumber:4
movechanger:2
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:21
movenum:2
move:0:22
move:1:23
moveflipnumber:1
movechanger:2
supportingblock:1
fragile:0
trapping:1
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:22
movenum:2
move:0:28
move:1:24
moveflipnumber:2
movechanger:2
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:23
movenum:1
move:0:25
move:1:25
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:24
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:1
trapping:0
pushtype:0
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:25
movenum:1
move:0:28
move:1:28
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:26 #open
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:0
pushtype:0
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:27 #open
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:1
pushtype:0
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:28
movenum:1
move:0:26
move:1:26
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:1
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:29
movenum:2
move:0:20
move:1:21
moveflipnumber:4
movechanger:2
supportingblock:0
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:30
movenum:1
move:0:27
move:1:27
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:31
movenum:1
move:0:27
move:1:27
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:1
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:32
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:2
trapping:0
pushtype:0
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:33
movenum:1
move:0:21
move:1:21
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:34 #open
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:0
pushtype:2
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:35
movenum:1
move:0:29
move:1:29
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:36
movenum:1
move:0:26
move:1:26
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:37
movenum:2
move:0:29
move:1:24
moveflipnumber:4
movechanger:2
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:38 #open
movenum:2
move:0:34
move:1:30
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:0
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:39
movenum:1
move:0:31
move:1:31
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:1
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:40
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:0
pushtype:1
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:41 #open
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:2
trapping:0
pushtype:1
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:42
movenum:2
move:0:0
move:1:32
moveflipnumber:1
movechanger:2
supportingblock:1
fragile:2
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:43 #open
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:2
trapping:0
pushtype:1
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:44
movenum:0
move:0:0
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:0
tickrate:2
placedmove:0
enddef
blockdef:45
movenum:1
move:0:33
move:1:33
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:46
movenum:1
move:0:25
move:1:25
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:1
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:47
movenum:1
move:0:30
move:1:30
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:48
movenum:2
move:0:0
move:1:21
moveflipnumber:4
movechanger:2
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:1
enddef
blockdef:49
movenum:1
move:0:26
move:1:26
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:2
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:50 #open
movenum:1
move:0:32
move:1:32
moveflipnumber:0
movechanger:0
supportingblock:1
fragile:2
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:51 #open
movenum:1
move:0:35
move:1:35
moveflipnumber:0
movechanger:0
supportingblock:0
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
blockdef:52
movenum:2
move:0:28
move:1:21
moveflipnumber:4
movechanger:2
supportingblock:1
fragile:0
trapping:0
pushtype:1
randomtick:1
tickrate:2
placedmove:0
enddef
#Block assignments
#block:<id>:<blockdef number> #type <movenum "capability"> <block name>
#Vanilla
block:1:20 #type 2 Stone
block:2:21 #type 2 Grass Block
block:3:21 #type 2 Dirt
block:4:22 #type 2 Cobblestone
block:5:25 #type 1 Wood Planks
block:6:24 #type 0 Saplings
#block:7:25 #type 2 Bedrock
#block:8:26 #type 0 Water Source
#block:9:26 #type 0 Water Still
#block:10:27 #type 0 Lava Source
#block:11:27 #type 0 Lava Still
block:12:28 #type 2 Sand
block:13:28 #type 2 Gravel
block:14:29 #type 2 Gold Ore
block:15:29 #type 2 Iron Ore
block:16:29 #type 2 Coal Ore
block:17:30 #type 1 Wood
block:18:31 #type 1 Leaves
block:19:28 #type 2 Sponge
block:20:46 #type 2 Glass
block:21:29 #type 2 Lapis Lazuli Ore
block:22:23 #type 2 Lapis Lazuli Block
block:23:32 #type 0 Dispenser
block:24:33 #type 1 Sandstone
block:25:32 #type 0 Note Block
#block:26:26 #type 0 Bed
block:27:32 #type 0 Powered Rail
block:28:32 #type 0 Detector Rail
#block:29:34 #type 0 Sticky Piston
block:30:24 #type 0 Cobweb
block:31:24 #type 0 Tall Grass
block:32:24 #type 0 Dead Bush
#block:33:34 #type 0 Piston
#block:34:26 #type 0 Piston Extension
block:35:23 #type 1 Wool
#block:36:26 #type 0 Block moved by Piston
block:37:24 #type 0 Dandelion
block:38:24 #type 0 Rose
block:39:24 #type 0 Brown Mushroom
block:40:24 #type 0 Red Mushroom
block:41:23 #type 2 Gold Block
block:42:23 #type 2 Iron Block
block:43:32 #type 0 Double Slabs
block:44:32 #type 0 Slabs
block:45:35 #type 2 Bricks
block:46:36 #type 2 TNT
#block:47:34 #type 2 Bookshelf
block:48:37 #type 2 Moss Stone
#block:49:26 #type 2 Obsidian
block:50:32 #type 0 Torch
#block:51:26 #type 0 Fire
#block:52:26 #type 0 Monster Spawner
block:53:40 #type 0 Wood Stairs
block:54:32 #type 0 Chest
block:55:32 #type 0 Redstone Dust
block:56:29 #type 2 Diamond Ore
block:57:23 #type 2 Diamond Block
block:58:32 #type 0 Crafting Table
block:59:24 #type 0 Wheat
block:60:39 #type 1 Farmland
block:61:32 #type 0 Furnace
block:62:32 #type 0 Burning Furnace
block:63:32 #type 0 Sign Post
block:64:32 #type 0 Wooden Door
block:65:32 #type 0 Ladder
block:66:32 #type 0 Rail
block:67:40 #type 0 Cobblestone Stairs
block:68:32 #type 0 Wall Sign
block:69:32 #type 0 Lever
block:70:32 #type 0 Stone Pressure Plate
block:71:32 #type 0 Iron Door
block:72:32 #type 0 Wooden Pressure Plate
block:73:29 #type 2 Redstone Ore
block:74:29 #type 2 Glowing Redstone Ore
block:75:32 #type 0 Inactive Redstone Torch
block:76:32 #type 0 Active Redstone Torch
block:77:32 #type 0 Stone Button
block:78:24 #type 0 Snow
#block:79:40 #type 1 Ice
block:80:28 #type 1 Snow Block
block:81:24 #type 0 Cactus
block:82:21 #type 2 Clay
block:83:24 #type 0 Sugar Cane
block:84:32 #type 0 Jukebox
#block:85:41 #type 0 Fence
block:86:24 #type 0 Pumpkin
block:87:52 #type 2 Netherrack
block:88:21 #type 2 Soul Sand
block:89:42 #type 2 Glowstone Block
#block:90:26 #type 0 Nether Portal
block:91:24 #type 0 Jack 'o' Lantern
block:92:24 #type 0 Cake Block
block:93:32 #type 0 Inactive Redstone Repeater
block:94:32 #type 0 Active Redstone Repeater
block:95:32 #type 0 Locked Chest
#block:96:34 #type 0 Trap Door
block:97:44 #type 0 Monster Egg
block:98:45 #type 1 Stone Bricks
block:99:32 #type 0 Huge Brown Mushroom
block:100:32 #type 0 Huge Red Mushroom
#block:101:41 #type 0 Iron Bars
block:102:24 #type 0 Glass Pane
block:103:24 #type 0 Melon
block:104:24 #type 0 Pumpkin Stem
block:105:24 #type 0 Melon Stem
block:106:24 #type 0 Vines
#block:107:41 #type 0 Fence Gate
block:108:40 #type 0 Brick Stairs
block:109:40 #type 0 Stone Brick Stairs
block:110:40 #type 0 Mycelium
block:111:24 #type 0 Lily Pad
block:112:47 #type 2 Nether Brick
#block:113:41 #type 0 Nether Brick Fence
block:114:40 #type 0 Nether Brick Stairs
block:115:24 #type 0 Nether Wart
#block:116:34 #type 0 Enchantment Table
block:117:32 #type 0 Brewing Stand
block:118:32 #type 0 Cauldron
#block:119:26 #type 0 End Portal
#block:120:26 #type 0 End Portal Frame
block:121:48 #type 2 End Stone
#block:122:26 #type 1 Dragon Egg
#block:123:34 #type 2 Inactive Redstone Lamp
#block:124:34 #type 2 Active Redstone Lamp
block:125:32 #type 0 Double Wooden Slab
block:126:32 #type 0 Wooden Slab
block:127:24 #type 0 Cocoa Pod
block:128:40 #type 0 Sandstone Stairs
block:129:29 #type 2 Emerald Ore
block:130:32 #type 0 Ender Chest
block:131:32 #type 0 Tripwire Hook
block:132:24 #type 0 Tripwire
block:133:23 #type 2 Emerald Block
block:134:40 #type 0 Spruce Wood Stairs
block:135:40 #type 0 Birch Wood Stairs
block:136:40 #type 0 Jungle Wood Stairs
#block:137:26 #type 0 Command Block
#block:138:34 #type 0 Beacon
#block:139:41 #type 0 Cobblestone Wall
block:140:24 #type 0 Flower Pot
block:141:24 #type 0 Carrots
block:142:24 #type 0 Potatoes
block:143:32 #type 0 Wooden Button
block:144:32 #type 0 Mob Heads
#block:145:51 #type 1 Anvil
#Redpower 2
block:241:24 #type 2 Flower
#block:242:34 #type 2 Ruby Ore should be 29 but with texture glitch I made it 34 to look better
block:243:31 #type 2 Leaves
block:244:45 #type 2 Basalt/Marble
block:245:30 #type 2 Wood
#block:246:24 #type 2 Crops Don't seem to be implemented yet
#block:750:34 #type 0 Microblocks
block:751:32 #type 2 Bench/Buffer/Furnace/Table
block:752: #type 2 Unnamed Block (the hitbox for large objects)
block:753:32 #type 2 Gates
block:754:23 #type 2 Copper/Ruby/Sapphire/Silver/Tin Block
#block:756:34 #type 2 Lamp On
#block:757:34 #type 2 Lamp Off
#block:758:34 #type 2 Inverted Lamp On
#block:759:34 #type 2 Inverted Lamp Off
block:760:32 #type 2 Computer Utility Blocks
block:761:32 #type 2 Computer Blocks
block:762:32 #type 2 IO Expander
#block:763:32 #type 2 Pipe/Frame Utility Blocks
block:764:32 #type 2 Energy/Fluid Utiltiy Blocks
#block:765:26 #type 2 Frames
block:766:32 #type 2 Manager/Sortron
block:767:32 #type 2 Blulectric Engine
#block:768:34 #type 2 Fixtures
#Secret Rooms
#block:4081:34 #type 2 Secret Chest
#block:4082:34 #type 2 Secret Stairs
#block:4083:34 #type 2 Secret Player Plate
#block:4084:34 #type 2 Secret Pressure Plate
#block:4085:34 #type 2 Secret Button
#block:4086:34 #type 2 Secret Redstone
#block:4087:34 #type 2 Secret Lever
#block:4088:34 #type 2 Ghost Block
#block:4089:34 #type 2 Secret Iron Door
#block:4090:34 #type 2 Secret Wooden Door
#block:4091:34 #type 2 Secret Trap Door
#block:4092:34 #type 2 Secret Gate Extension
#block:4093:34 #type 2 Secret Gate
#block:4094:34 #type 2 One Way Glass
block:4095:32 #type 2 Torch Lever
#Thirst
block:3505:32 #type 2 Brewer
block:3506:32 #type 2 Rain Collector
block:3507:32 #type 2 Drink Store (WTH?)
block:3508:32 #type 2 Underground Water Collector
I'm not against anybody! This would all be for the best, for everyone.