Is there a texture pack that makes vanilla tools (stone pickaxe, iron sword, etc) have the catalyst components visible like the bone pickaxe does?
EDIT: is there any chance you can make this work with the Dense Ores mod? It must be something about them not listed under what can be broken by pickaxes, but nothing can break them.
Catalyst components use the usual texture from the texture pack. If the texture for the item is changed (e.g., redstone), it will show up whenever the component is a catalyst component too. In other words, all texture packs have these components visible.
That bug (#53) is most likely already fixed in the new algorithm in place in the 1.8 version. The fix will show up soon after the 1.8 release is complete.
How can i change or disable some of the recipes in your mod?
That is planned as a feature for the 1.0.0 release, implemented probably via JSON-based config files. I'm quite certain it will only be available for the 1.8 version, as by then the 1.7.10 version will have reached its last update.
This custom rendering stuff really is taking forever. I would help if I could, but I can't.
I do have a suggestion, though. If possible, you could temporarily skip the custom rendering, finish the other stuff, and release that so we can have a not-so-buggy and updated version, and after you release that, you could work on the rendering, and if people don't want it without the rendering, they can just not download the version without the rendering stuff. I do realize that this could be a terrible suggestion because of something I don't know about, and if it is, I don't need an explanation if you don't want to give it. If it is a good suggestion, please take it in to consideration.
This custom rendering stuff really is taking forever. I would help if I could, but I can't.
I do have a suggestion, though. If possible, you could temporarily skip the custom rendering, finish the other stuff, and release that so we can have a not-so-buggy and updated version, and after you release that, you could work on the rendering, and if people don't want it without the rendering, they can just not download the version without the rendering stuff. I do realize that this could be a terrible suggestion because of something I don't know about, and if it is, I don't need an explanation if you don't want to give it. If it is a good suggestion, please take it in to consideration.
First off, I appreciate the fact that this mod is getting the support it has, and quite frankly surprised that enough users actually look forward to an update.
I'm mostly done with partial transparency, except for the ghost items in the double workbench. I have a workaround in mind that will speed up the initial release of the 1.8 version. For now, I'll render the catalyst items and blocks in full opacity next to the catalyst slots, and expand the GUI image a bit to accommodate them. That way the GUI stuff will show up as hoped for, and a release will be on its way. Beyond that I just have bugtesting and compatibility testing to do before a 1.8 release. I'm thinking of going with a prerelease system much like how Optifine does its versioning, so that bugs are caught before an full version is available, rather than after. This way the next release will be "betterbeginnings-MC1.8.0-b0.9.1-pre1.jar".
The problem with the custom rendering is that there really isn't enough knowledge available for the general community about this kind of stuff. Most of the people who know OpenGL rendering well enough to teach it work in game development professionally, and get paid big bucks for it. Those of us who don't know OpenGL rendering very well are stuck searching through scattered documentation and the occasional solved question that doesn't quite relate enough to the actual problem to be helpful. While certainly there's information about each OpenGL function and constant available in documentation, but there's next to nothing about how to use it to create the effects needed. If it weren't for the lack of information available, the rendering stuff would have been done months ago. Unfortunately for me and all BB users, that's not the case.
First off, I appreciate the fact that this mod is getting the support it has, and quite frankly surprised that enough users actually look forward to an update.
I'm mostly done with partial transparency, except for the ghost items in the double workbench. I have a workaround in mind that will speed up the initial release of the 1.8 version. For now, I'll render the catalyst items and blocks in full opacity next to the catalyst slots, and expand the GUI image a bit to accommodate them. That way the GUI stuff will show up as hoped for, and a release will be on its way. Beyond that I just have bugtesting and compatibility testing to do before a 1.8 release. I'm thinking of going with a prerelease system much like how Optifine does its versioning, so that bugs are caught before an full version is available, rather than after. This way the next release will be "betterbeginnings-MC1.8.0-b0.9.1-pre1.jar".
The problem with the custom rendering is that there really isn't enough knowledge available for the general community about this kind of stuff. Most of the people who know OpenGL rendering well enough to teach it work in game development professionally, and get paid big bucks for it. Those of us who don't know OpenGL rendering very well are stuck searching through scattered documentation and the occasional solved question that doesn't quite relate enough to the actual problem to be helpful. While certainly there's information about each OpenGL function and constant available in documentation, but there's next to nothing about how to use it to create the effects needed. If it weren't for the lack of information available, the rendering stuff would have been done months ago. Unfortunately for me and all BB users, that's not the case.
At first I didn't understand half of what you said, but I read it a few times, and I think the catalyst items showing up next to the slots is a great temporary solution, and I wish you luck on your efforts to research and further your knowledge on OpenGL.
This mod looks great. I always had this thing with vanilla that the beginning was the best part, and I especially mean the very beginning, where you jumped in knowing nothing at all and discovering most everything on your own (at least I did, though a lot of people use tutorials). This mod looks like it's going to bring that back to me, and it's hopefully going to be great.
Can't wait for the 1.8 update! I like that you have a progress to-do list, as there are a lot of mods I like that don't do that, but it's rude to ask how long till the update. With you complai-- I mean "constructively criticizing" the new render code and its 3+ JSON files per block requirement, I now understand what's been taking so long for everybody.
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
The 1.8 update is now ready for prerelease testing! Enjoy the new Repair Infusion mechanics, because they're here to stay!
WARNING: This is a prerelease version. I am using prereleases now to find bugs without having to up the version number. I'm saving that third digit for features and tweaks, not bugfixes.
As you can see, the Curse Mods widget takes a while to realize there's a new version.
Edit: I tried punching a tree, just because (don't question it), and I've decided that the mod mocking me in the chat is rather enjoyable. Was that in 1.7 and I never noticed, or new?
Edit: I tried punching a tree, just because (don't question it), and I've decided that the mod mocking me in the chat is rather enjoyable. Was that in 1.7 and I never noticed, or new?
Part of it was new, part of it was in the earlier version. Try punching trees until you die.
New bug: My achievements got reset overnight. I had played all the way up to making a hatchet (which I'm in a leather=famine world Fun), closed it down for the night, and now this morning it wants me to make a flint knife again.
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
I can't seem to find the bug fix release for the 1.7.10 version, is it a seperate one or is it the same as the 1.8 one?
Mega useful anyways, thanks!
Well that's weird... It was rejected for being a duplicate, but it's not. Let me try again.
EDIT: Apparently, CurseForge thinks the 1.7.10 bugfix version is the same file as the 1.8 version. After thorough testing, the 1.8 file is indeed the 1.8 version, and the 1.7.10 version I'm trying to upload is indeed the 1.7.10 bugfix version. From what I can tell, this problem is all CurseForge. If this problem doesn't get fixed, I'm going to have to go back to using MediaFire for all my upload links.
Just to report, this mod is not compatible with Ancient Warfare as the automation ends up killing the player for not having the right tool.
It might work if you add all the blocks to being breakable so they don't hurt. I'll try it out sometime and report back. I doubt there's anyway to provide integration is there?
I think I know what's going on. The automated things break blocks in the player's name, and my mod thinks this is the actual player breaking the blocks. Unfortunately, there's nothing I can do about it on my end, since my mod has no way to tell if it is the actual player breaking the block, or an automation Tile Entity. However, Ancient Warfare can probably fix this by breaking blocks with a fake player, rather than with whoever placed the automation block.
Hopefully, this doesn't happen with block breakers in other mods.
I do have a workaround that is already a planned feature. I can add a config option to disable damage from blocks, so that you don't take damage.
Catalyst components use the usual texture from the texture pack. If the texture for the item is changed (e.g., redstone), it will show up whenever the component is a catalyst component too. In other words, all texture packs have these components visible.
That bug (#53) is most likely already fixed in the new algorithm in place in the 1.8 version. The fix will show up soon after the 1.8 release is complete.
How can i change or disable some of the recipes in your mod?
That is planned as a feature for the 1.0.0 release, implemented probably via JSON-based config files. I'm quite certain it will only be available for the 1.8 version, as by then the 1.7.10 version will have reached its last update.
This custom rendering stuff really is taking forever. I would help if I could, but I can't.
I do have a suggestion, though. If possible, you could temporarily skip the custom rendering, finish the other stuff, and release that so we can have a not-so-buggy and updated version, and after you release that, you could work on the rendering, and if people don't want it without the rendering, they can just not download the version without the rendering stuff. I do realize that this could be a terrible suggestion because of something I don't know about, and if it is, I don't need an explanation if you don't want to give it. If it is a good suggestion, please take it in to consideration.
First off, I appreciate the fact that this mod is getting the support it has, and quite frankly surprised that enough users actually look forward to an update.
I'm mostly done with partial transparency, except for the ghost items in the double workbench. I have a workaround in mind that will speed up the initial release of the 1.8 version. For now, I'll render the catalyst items and blocks in full opacity next to the catalyst slots, and expand the GUI image a bit to accommodate them. That way the GUI stuff will show up as hoped for, and a release will be on its way. Beyond that I just have bugtesting and compatibility testing to do before a 1.8 release. I'm thinking of going with a prerelease system much like how Optifine does its versioning, so that bugs are caught before an full version is available, rather than after. This way the next release will be "betterbeginnings-MC1.8.0-b0.9.1-pre1.jar".
The problem with the custom rendering is that there really isn't enough knowledge available for the general community about this kind of stuff. Most of the people who know OpenGL rendering well enough to teach it work in game development professionally, and get paid big bucks for it. Those of us who don't know OpenGL rendering very well are stuck searching through scattered documentation and the occasional solved question that doesn't quite relate enough to the actual problem to be helpful. While certainly there's information about each OpenGL function and constant available in documentation, but there's next to nothing about how to use it to create the effects needed. If it weren't for the lack of information available, the rendering stuff would have been done months ago. Unfortunately for me and all BB users, that's not the case.
At first I didn't understand half of what you said, but I read it a few times, and I think the catalyst items showing up next to the slots is a great temporary solution, and I wish you luck on your efforts to research and further your knowledge on OpenGL.
This mod looks great. I always had this thing with vanilla that the beginning was the best part, and I especially mean the very beginning, where you jumped in knowing nothing at all and discovering most everything on your own (at least I did, though a lot of people use tutorials). This mod looks like it's going to bring that back to me, and it's hopefully going to be great.
Can't wait for the 1.8 update! I like that you have a progress to-do list, as there are a lot of mods I like that don't do that, but it's rude to ask how long till the update. With you complai-- I mean "constructively criticizing" the new render code and its 3+ JSON files per block requirement, I now understand what's been taking so long for everybody.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
can I use this mod in my modpack
A prerelease version for 1.8 is on the way. I just need to get gradle to use Java 1.7 build compliance instead of 1.6.
See the FAQ. (Hint: the answer is yes)
The 1.8 update is now ready for prerelease testing! Enjoy the new Repair Infusion mechanics, because they're here to stay!
WARNING: This is a prerelease version. I am using prereleases now to find bugs without having to up the version number. I'm saving that third digit for features and tweaks, not bugfixes.
As you can see, the Curse Mods widget takes a while to realize there's a new version.
Amazing! I've always wanted a mod for 1.8 that slowed down mc progression and made it harder. Keep up the good work!
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Bugfix version finally released for 1.7.10. Yes, you can break obsidian/redstone ore/etc now.
Bugfixes include:
Yes! 1.8 pre-release! Already downloaded!
Edit: I tried punching a tree, just because (don't question it), and I've decided that the mod mocking me in the chat is rather enjoyable. Was that in 1.7 and I never noticed, or new?
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
Part of it was new, part of it was in the earlier version. Try punching trees until you die.
"GeneralAce135 broke his face on a Wood"
I approve of this in every way possible.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
thank u for ur great work!Im glad to play with this amazing mod!
New bug: My achievements got reset overnight. I had played all the way up to making a hatchet (which I'm in a leather=famine world Fun), closed it down for the night, and now this morning it wants me to make a flint knife again.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
Well that's weird... It was rejected for being a duplicate, but it's not. Let me try again.
EDIT: Apparently, CurseForge thinks the 1.7.10 bugfix version is the same file as the 1.8 version. After thorough testing, the 1.8 file is indeed the 1.8 version, and the 1.7.10 version I'm trying to upload is indeed the 1.7.10 bugfix version. From what I can tell, this problem is all CurseForge. If this problem doesn't get fixed, I'm going to have to go back to using MediaFire for all my upload links.
For now, you can use this link for the 1.7.10 bugfix version: Beta v0.9.1 for MC1.7.10.
Here's a little preview of what's coming for 0.9.2:
I think I know what's going on. The automated things break blocks in the player's name, and my mod thinks this is the actual player breaking the blocks. Unfortunately, there's nothing I can do about it on my end, since my mod has no way to tell if it is the actual player breaking the block, or an automation Tile Entity. However, Ancient Warfare can probably fix this by breaking blocks with a fake player, rather than with whoever placed the automation block.
Hopefully, this doesn't happen with block breakers in other mods.
I do have a workaround that is already a planned feature. I can add a config option to disable damage from blocks, so that you don't take damage.