The loss of Optifine is a huge problem. Optifine is a huge graphic/optimization vanilla improvement and BTW is a gameplay improvement. They were complementary... Not everyone have a great computer.
Was it intentional ? Why ? Why have you forced us to delete this amazing mod from our minecraft.jar ?
The tag "The Mod that is incompatable with everything!" have never been so true.
If it's a "technical" problem, nevermind.
Sorry for my bad english.
Optifine stopped being an optimization improvement when it started putting in unnecessary extra functions like random mods which alter base classes that an optimization mod has no reason to be editing. You should be fine with optifine if you turn these off. Maybe in the future you should consider learning a little more before you accuse someone of "forcing you to delete" something. Nothing of the sort has happened and if it's incompatable.
I'm not I'm watching a video from minecon QnA with the main devs, they are talking to the forge API team and trying to work it in for the sake of making mods mesh well. Bukkit is being worked in for the plug and play system. Forge may be worked in as a way to make all the mods mesh well. This is not trolling attempt, This is a hard question for FC. If forge is meshed in the whole "mod hermit" mentality will more or less be blasted to hell and back. I do like BTW, it is a perfect segway from say basic vanilla tech to say something like IC2 for example. I'm honestly sick of such zealous fans like yourself making such a fuss over questions like this, Sit down and shut it. This is a serious question here, I see the reason they would I know blah blah base edits class blah blah but from what was shown at Minecon Minecraft itself is moving more to be nothing more than a platform that a game in itself. And even if FC doesn't want his mod to work with other mods MC modding itself is moving more and more to making mods mesh together out of the gate.
You seem to have not actually read or watched the video in the OP about leaving forge. It's not that he wants to be a "hermit". it's that forge as a modding API had become unnecessarily bloated and there was a personality conflict in working with it with Eloraam. Neither of these would be an issue if the functions that forge provided were directly integrated into vMC. FC isn't actively seeking to make his mod incompatible, it's that he isn't going to go to extra effort to do it when it would ruin what he's designing, if vMC itself becomes more mod friendly then there isn't a problem. It obviously wouldn't suffer from the delayed upgrade issues that FC noted when he left forge (and which are apparent today) as it would be in vMC itself, and it wouldn't have to have convoluted hooks into the vMC codebase as it'll be in vMC itself. Finally it won't be a collaborative effort between FC and others to maintain the API, so there wouldn't be an issue there either.
That being said I doubt we'll be seeing anything like the API in the near future so this is not only an irrelevant question because the function of forge was never the issue. FC uses modloader which provides some compatability with other mods, so he's obviously not out to destroy any compatability, he could just write his own functions to load his mod if that were the case. But this is also irrelevant because forge will be a distinct entity for quite a while ahead as Mojang seems incapable of making modding API progress of any sort.
The loss of Optifine is a huge problem. Optifine is a huge graphic/optimization vanilla improvement and BTW is a gameplay improvement. They were complementary... Not everyone have a great computer.
Was it intentional ? Why ? Why have you forced us to delete this amazing mod from our minecraft.jar ?
The tag "The Mod that is incompatable with everything!" have never been so true.
If it's a "technical" problem, nevermind.
Sorry for my bad english.
I believe FC has stated in the past that optifine compatibility should be handled on their end.
He has tried to fix it before though (That post is a bit old, no clue if the randomobs part is still the only/main issue.) http://www.minecraft...0#entry15637140
ya know......forge might become part of vanilla minecraft.....So what will you do if it does?
Use the API? I have no issue with that man.
However, the API resides in a mythical land of pixie dust and elves, so I see no reason to concern myself with it or even discuss it at length anymore. 6+ months of "you'll have it next release" and increasingly overambitious plans makes me about as concerned with the API as about getting skewered by a unicorn.
Optifine stopped being an optimization improvement when it started putting in unnecessary extra functions like random mods which alter base classes that an optimization mod has no reason to be editing. You should be fine with optifine if you turn these off. Maybe in the future you should consider learning a little more before you accuse someone of "forcing you to delete" something. Nothing of the sort has happened and if it's incompatable.
You seem to have not actually read or watched the video in the OP about leaving forge. It's not that he wants to be a "hermit". it's that forge as a modding API had become unnecessarily bloated and there was a personality conflict in working with it with Eloraam. Neither of these would be an issue if the functions that forge provided were directly integrated into vMC. FC isn't actively seeking to make his mod incompatible, it's that he isn't going to go to extra effort to do it when it would ruin what he's designing, if vMC itself becomes more mod friendly then there isn't a problem. It obviously wouldn't suffer from the delayed upgrade issues that FC noted when he left forge (and which are apparent today) as it would be in vMC itself, and it wouldn't have to have convoluted hooks into the vMC codebase as it'll be in vMC itself. Finally it won't be a collaborative effort between FC and others to maintain the API, so there wouldn't be an issue there either.
That being said I doubt we'll be seeing anything like the API in the near future so this is not only an irrelevant question because the function of forge was never the issue. FC uses modloader which provides some compatability with other mods, so he's obviously not out to destroy any compatability, he could just write his own functions to load his mod if that were the case. But this is also irrelevant because forge will be a distinct entity for quite a while ahead as Mojang seems incapable of making modding API progress of any sort.
I watched the video, and from what I herd that's what I gathered, If I'm mistaken fine. Any how back to my world of mods, tech and well otherwise.
Based on Mojangs past performance, im not sure their API will be able to replace ML or FML
ML wouldn't be that hard. Its main value to the community has been in providing a simple standard for mods to run together, not due to its actual code.
In Mojang's shoes, the first step I would have taken towards a mod API is providing exactly that kind of functionality already built into the game.
I really think they should have taken an incremental approach to this and focused on what modders need *now* as opposed to pie in the sky dreaming about the ideal modding solution. Like, right out of the gate, everyone needs ML style functionality, extended block IDs, and extended texture indices. Thankfully, we seem to *finally* be getting the latter in 1.5, but why the f* they didn't just focus on that to begin with is beyond me.
A slow incremental approach like this would be more useful to modders in the short term, is WAY more practical, would be less of a problem for modders to adapt to slowly over time (like the sweeping changes Mojang is making to architecture are currently causing mods to drop like flies when this whole process is supposed to make things easier. They're basically killing MC modding through their misguided attempts to encourage it), and directly addresses the reality of MC modding rather than being off in theoretical la-la land.
I'm a very practical guy when it comes to code, so seeing overly theoretical or academic approaches to these kinds of things turns me right off. Unfortunately though, that seems to be the route that Mojang is intent on following, and IMO, that's exactly why the API has been MIA all these months.
u may get mad at me for the flowerchild but u need to make this mod for forge because it is alot better than modloader and also can u please make it compatable with optifine again other than that i love this mod.
I don't think you know the meaning of the word "need".
Optifine compatibility issues are due to optifine editing non-rendering/graphical classes unnecessarily. Talk to optifine and have them release a version without random mods, compatability is a two way street.
u may get mad at me for the flowerchild but u need to make this mod for forge because it is alot better than modloader and also can u please make it compatable with optifine again other than that i love this mod.
The fact that your post starts with "u" gave me the impression it wasn't going to be very intelligent, and you sir, did not disappoint!
In other news.
Is there a limit to how many systems I can have drawing power from the same Windmill/Waterwheel or could I theoretically have everything I need in BTW linked to one solitary power source?
Is there a limit to how many systems I can have drawing power from the same Windmill/Waterwheel or could I theoretically have everything I need in BTW linked to one solitary power source?
I have everything hooked up to one central water wheel with axles and gearboxes spanning out through my base.
Yeah, powering your entire base off a single power source is a design challenge a lot of people impose on themselves. Not too hard, but it's more fun than building a random underground water wheel right next to your current project.
and what is a better way to start my first post on the BTW thread!
since i'm playing MC with BTW, so yeah, i'm happy to be here!
the main issue is this error:
Missing class member: public static final Lajy; au, class: amj, mod: btw437only.zip
Missing class member: public (Lazr;Lamj;)V addDigParticleEffect, class: azf, mod: TorchFlickerFix.zip
this error is from magic launcher, regarding BTW 4.37 mod and torchflickerfix (which is irrelevent right now for this post)
does this error is critical? or i can live with it?
is there a fix for this?
u may get mad at me for the flowerchild but u need to make this mod for forge because it is alot better than modloader and also can u please make it compatable with optifine again other than that i love this mod.
I would suggest researching Flower Child's opinion on providing support for mod compatibility and his reasons for BTW not being compatible with Forge. Then I would suggest apologizing to FC for stepping all over his toes and making requests that have been made to many times by people like you who couldn't do a little research.
On another note FC love the lighting rods villager heads would look good on them too.
Yeah, powering your entire base off a single power source is a design challenge a lot of people impose on themselves. Not too hard, but it's more fun than building a random underground water wheel right next to your current project.
That's usually the way I play too. Routing power from a single device becomes its own design challenge, and is a heck of a lot of fun. I know Battosay took this concept to the max at some point and built an absolutely huge complex that was run off of a single Wind Mill.
When playing on Hardcore, you have freedom to move anywhere you want, without caring what useless contraption or base you leave behind (I restarted when I left a stack of diamonds behind.) But when playing on Hard, you have to set up a base right at your spawn, permanently attached to it, forced to build lots of signs where to go in complex caverns and it gets dull eventually. I'm debating with my self if this is actually a good thing.
Rollback Post to RevisionRollBack
I don't watch topics. If you need a reply that badly... Message! MOD COMPATIBILITY TESTER
When playing on Hardcore, you have freedom to move anywhere you want, without caring what useless contraption or base you leave behind (I restarted when I left a stack of diamonds behind.) But when playing on Hard, you have to set up a base right at your spawn, permanently attached to it, forced to build lots of signs where to go in complex caverns and it gets dull eventually. I'm debating with my self if this is actually a good thing.
I disagree. My base is a few hundred blocks from my spawn, I just marked my spawn and made a torch path to it.
I had also planned on using Nether portals to set up additional bases further away.
IMPORTANT: This version requires a CLEAN install of BTW to function properly. This means that you need to redownload Minecraft (delete your bin directory and run the game without the mod installed), then install 4.38 to it. Just copying over the old install will likely result in bugs and potential crashes. My apologies for this as I normally try to make such changes when vanilla updates to prevent these kinds of problems, but this one slipped through the cracks.
-Added Hardcore Melons.
-Added nether brick Siding, Moulding, Corners, Pedestals, Columns, and Tables.
-Added internal functionality to determine when a block has a center "hard point" to a particular facing to determine if things like torches, Lightning Rods, and Stakes can "stick" to them. This allows for a number of blocks to attach to others that previously weren't possible, and may be useful for add-on authors in establishing similar functionality with their blocks. This also marks the triumphant return of torches sticking to the sides of Panels
-Added the ability to melt down Lightning Rods in the Crucible.
-Changed the order in which the Cauldron processes ingredients so that gunpowder is created before string is converted into wool. This allows for the dumping in of the raw materials required to make Fuses, without your string being turned into wool.
-Changed some code internally to eliminate base classes that were getting modified in the releases of the mod that I wasn't actually modifying. This is what necessitates the reinstall mentioned above.
-Changed Wind Mills & Water Wheels so that they can not be placed when overlapping with another entity, including the player.
-Changed the way vertical Wind Mills are placed to accommodate the above change, and to make their placement more intuitive. They are now placed so that their vertical position *starts* (either top or bottom) at the Axle you click on. In other words, if you're looking upwards, it will place the Wind Mill going up from the Axle you click on, if you're looking down, then going downwards from it.
-Fixed "pick block" functionality (middle mouse button) to work on a bunch of mod blocks.
-Fixed some Corners not placing properly in SMP.
-Fixed Dynamite not firing out of vanilla dispensers in SMP.
-Fixed Splash Potions not firing out of vanilla dispensers in SMP.
-Fixed Buckets not dispensing properly out of vanilla dispensers in SMP, with Hardcore Buckets disabled.
-Fixed problem with being able to place Urns, Grates, Wicker, and Slats while the player or another entity was in the space the block was to occupy.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
When playing on Hardcore, you have freedom to move anywhere you want, without caring what useless contraption or base you leave behind (I restarted when I left a stack of diamonds behind.) But when playing on Hard, you have to set up a base right at your spawn, permanently attached to it, forced to build lots of signs where to go in complex caverns and it gets dull eventually. I'm debating with my self if this is actually a good thing.
Is not just a question of the spawn point. You will never find all resources on one place. One of the extractives of minecraft is the opportunity to travel to different biomes. To find a Stronghold for example you need to travel for several days. I hate the idea of having to bury myself every time night comes and wait for the sun to come out.
I agree that the vanilla idea of just setting a bed in the woods and suddenly you can sleep makes no sense. But we should be able to mount some kind of camp and sleep. I liked best on beta 1.7.3 when you had to make your bed safe.
Optifine stopped being an optimization improvement when it started putting in unnecessary extra functions like random mods which alter base classes that an optimization mod has no reason to be editing. You should be fine with optifine if you turn these off. Maybe in the future you should consider learning a little more before you accuse someone of "forcing you to delete" something. Nothing of the sort has happened and if it's incompatable.
You seem to have not actually read or watched the video in the OP about leaving forge. It's not that he wants to be a "hermit". it's that forge as a modding API had become unnecessarily bloated and there was a personality conflict in working with it with Eloraam. Neither of these would be an issue if the functions that forge provided were directly integrated into vMC. FC isn't actively seeking to make his mod incompatible, it's that he isn't going to go to extra effort to do it when it would ruin what he's designing, if vMC itself becomes more mod friendly then there isn't a problem. It obviously wouldn't suffer from the delayed upgrade issues that FC noted when he left forge (and which are apparent today) as it would be in vMC itself, and it wouldn't have to have convoluted hooks into the vMC codebase as it'll be in vMC itself. Finally it won't be a collaborative effort between FC and others to maintain the API, so there wouldn't be an issue there either.
That being said I doubt we'll be seeing anything like the API in the near future so this is not only an irrelevant question because the function of forge was never the issue. FC uses modloader which provides some compatability with other mods, so he's obviously not out to destroy any compatability, he could just write his own functions to load his mod if that were the case. But this is also irrelevant because forge will be a distinct entity for quite a while ahead as Mojang seems incapable of making modding API progress of any sort.
*self quote*
Use the API? I have no issue with that man.
However, the API resides in a mythical land of pixie dust and elves, so I see no reason to concern myself with it or even discuss it at length anymore. 6+ months of "you'll have it next release" and increasingly overambitious plans makes me about as concerned with the API as about getting skewered by a unicorn.
I watched the video, and from what I herd that's what I gathered, If I'm mistaken fine. Any how back to my world of mods, tech and well otherwise.
He's a mad man with a box
ML wouldn't be that hard. Its main value to the community has been in providing a simple standard for mods to run together, not due to its actual code.
In Mojang's shoes, the first step I would have taken towards a mod API is providing exactly that kind of functionality already built into the game.
I really think they should have taken an incremental approach to this and focused on what modders need *now* as opposed to pie in the sky dreaming about the ideal modding solution. Like, right out of the gate, everyone needs ML style functionality, extended block IDs, and extended texture indices. Thankfully, we seem to *finally* be getting the latter in 1.5, but why the f* they didn't just focus on that to begin with is beyond me.
A slow incremental approach like this would be more useful to modders in the short term, is WAY more practical, would be less of a problem for modders to adapt to slowly over time (like the sweeping changes Mojang is making to architecture are currently causing mods to drop like flies when this whole process is supposed to make things easier. They're basically killing MC modding through their misguided attempts to encourage it), and directly addresses the reality of MC modding rather than being off in theoretical la-la land.
I'm a very practical guy when it comes to code, so seeing overly theoretical or academic approaches to these kinds of things turns me right off. Unfortunately though, that seems to be the route that Mojang is intent on following, and IMO, that's exactly why the API has been MIA all these months.
I don't think you know the meaning of the word "need".
Optifine compatibility issues are due to optifine editing non-rendering/graphical classes unnecessarily. Talk to optifine and have them release a version without random mods, compatability is a two way street.
In other news.
Is there a limit to how many systems I can have drawing power from the same Windmill/Waterwheel or could I theoretically have everything I need in BTW linked to one solitary power source?
But just think of all the calories he saved himself not typing the y and the o.
I have everything hooked up to one central water wheel with axles and gearboxes spanning out through my base.
and what is a better way to start my first post on the BTW thread!
since i'm playing MC with BTW, so yeah, i'm happy to be here!
the main issue is this error:
Missing class member: public static final Lajy; au, class: amj, mod: btw437only.zip
Missing class member: public (Lazr;Lamj;)V addDigParticleEffect, class: azf, mod: TorchFlickerFix.zip
this error is from magic launcher, regarding BTW 4.37 mod and torchflickerfix (which is irrelevent right now for this post)
does this error is critical? or i can live with it?
is there a fix for this?
thanks by adv..
I would suggest researching Flower Child's opinion on providing support for mod compatibility and his reasons for BTW not being compatible with Forge. Then I would suggest apologizing to FC for stepping all over his toes and making requests that have been made to many times by people like you who couldn't do a little research.
On another note FC love the lighting rods villager heads would look good on them too.
That's usually the way I play too. Routing power from a single device becomes its own design challenge, and is a heck of a lot of fun. I know Battosay took this concept to the max at some point and built an absolutely huge complex that was run off of a single Wind Mill.
MOD COMPATIBILITY TESTER
I had also planned on using Nether portals to set up additional bases further away.
Version 4.38 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
IMPORTANT: This version requires a CLEAN install of BTW to function properly. This means that you need to redownload Minecraft (delete your bin directory and run the game without the mod installed), then install 4.38 to it. Just copying over the old install will likely result in bugs and potential crashes. My apologies for this as I normally try to make such changes when vanilla updates to prevent these kinds of problems, but this one slipped through the cracks.
-Added Hardcore Melons.
-Added nether brick Siding, Moulding, Corners, Pedestals, Columns, and Tables.
-Added internal functionality to determine when a block has a center "hard point" to a particular facing to determine if things like torches, Lightning Rods, and Stakes can "stick" to them. This allows for a number of blocks to attach to others that previously weren't possible, and may be useful for add-on authors in establishing similar functionality with their blocks. This also marks the triumphant return of torches sticking to the sides of Panels
-Added the ability to melt down Lightning Rods in the Crucible.
-Changed the order in which the Cauldron processes ingredients so that gunpowder is created before string is converted into wool. This allows for the dumping in of the raw materials required to make Fuses, without your string being turned into wool.
-Changed some code internally to eliminate base classes that were getting modified in the releases of the mod that I wasn't actually modifying. This is what necessitates the reinstall mentioned above.
-Changed Wind Mills & Water Wheels so that they can not be placed when overlapping with another entity, including the player.
-Changed the way vertical Wind Mills are placed to accommodate the above change, and to make their placement more intuitive. They are now placed so that their vertical position *starts* (either top or bottom) at the Axle you click on. In other words, if you're looking upwards, it will place the Wind Mill going up from the Axle you click on, if you're looking down, then going downwards from it.
-Fixed "pick block" functionality (middle mouse button) to work on a bunch of mod blocks.
-Fixed some Corners not placing properly in SMP.
-Fixed Dynamite not firing out of vanilla dispensers in SMP.
-Fixed Splash Potions not firing out of vanilla dispensers in SMP.
-Fixed Buckets not dispensing properly out of vanilla dispensers in SMP, with Hardcore Buckets disabled.
-Fixed problem with being able to place Urns, Grates, Wicker, and Slats while the player or another entity was in the space the block was to occupy.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Is not just a question of the spawn point. You will never find all resources on one place. One of the extractives of minecraft is the opportunity to travel to different biomes. To find a Stronghold for example you need to travel for several days. I hate the idea of having to bury myself every time night comes and wait for the sun to come out.
I agree that the vanilla idea of just setting a bed in the woods and suddenly you can sleep makes no sense. But we should be able to mount some kind of camp and sleep. I liked best on beta 1.7.3 when you had to make your bed safe.
I don't want to go left
Can we please just go ahead.