- MamiyaOtaru
- Registered Member
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Member for 13 years, 6 months, and 16 days
Last active Thu, Nov, 26 2020 03:43:31
- 38 Followers
- 1,712 Total Posts
- 667 Thanks
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Dec 17, 2011MamiyaOtaru posted a message on Cobalt Has Arrived!don't buy it! if you all buy it they'll stop developing itPosted in: News
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Dec 1, 2011MamiyaOtaru posted a message on The Making of MineconPosted in: NewsEver wonder how a massive convention ... gets off the ground? What goes into organizing, putting together, and maintaining a show like this?
yes please do tell; the people who ran Minecon would love to know -
Nov 24, 2011MamiyaOtaru posted a message on Yogscast Responds To Statementnotch is a retard and his con was crap.Posted in: News
Also LOL at all the people who are posting stuff like "so are you saying Notch was lying?" Is that the limit of your imagination? You ca't picture someone (a retard) simply being mistaken about something? He goofed, that's all. Not malicious, just dumb. -
May 19, 2011MamiyaOtaru posted a message on Patch 1.6 Coming Next Weekthis all sounds great but I am not looking forward to all my (old style) rail boosters breakingPosted in: News
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been that way as long as I can remember. It's not the jar you download (the installer). You run that and choose "extract" and the jar you get from that can be put in your mods folder and it will get loaded from there
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they've been doing that for 6 years at least (see end of this video, I uploaded in 2011)
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that works *if* you have Forge installed. If it isn't, you need to run the Liteloader installer. One of them has to have been installed via its installer
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there's doubtless a better way to do it, but I don't have obfuscation as part of my buildscript. In a separate step I'm taking the outputted classfiles and running them through proguard
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can't display slime chunks without knowing the seed. Client isn't told the seed. If you know it, click the seed button next to the slime chunk button, put it in there (and hit enter). slime chunk button enables
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would love 1.11.2, as that is the MC version that has current Aether and Twilight Forest dev ongoing.
To put my money where my mouth is, I cloned your repo and updated it to 1.11.2. It's here: https://github.com/MamiyaOtaru/The-Betweenlands/tree/1.11.2
Compiles, loads (into the betweenlands too). Has some issue: runaway worldgen (not my fault I think),
some missingno on horizontal logs(fixed), I probably broke something with inventory, ie that's where I'd scrutinize heavily. But maybe you can use it as a base to get an official 1.11.2 out, for those of us who miss having a bunch of dimension mods on the same MC version0
looks like he accidentally gave you the same link twice. The first one should be Follow that video, and "Just keep in mind that whenever it has you clone from a git repository for sponge, just use this url instead: http://develop.liteloader.com/liteloader/ExampleMod.git "
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mcedit or worldedit? like to actually change the world so it's all the same biome or something? Probably a lot easier to use a resourcepack and optifine to have a custom grass palette where it's the same shade in all biomes
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Don't see why. Look who's making a ton of the commits https://github.com/TeamTwilight/twilightforest/commits/1.11.2
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pretty sure I'm not regularly sending something to chat from the worldmap calculation thread, but apparently I am somewhere. It would help me track it down if you could post what the message coming to chat around the time of those WrongThreadExceptions tabbychat seems sensitive to
probably nothing to do with the framedrops though tbh. It's not really even an error, tabbychat just doesn't like something and moves it to another thread
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new version
1.6.23
1.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)
1.10 and up fixed polar bear icon
1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected
1.12 fixed parrot icon
1.12 added Illusioner icon
Fix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's icon
Map can use custom icons (in resource pack etc) for built-in mobs too now
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to be fair, there weren't directions. I just assumed it would be obvious. I was wrong! Could probably trigger a save if the focus leaves the input area instead of just on enter.
TBH I just copied it from the coordinate input field on the worldmap. Click on the coordinates to be able to enter new ones. Didn't want to actually jump the map there until the user was done and satisfied, so I chose on enter. That behavior just got copied to the seed entry field for better or worse
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Fixed. Was a new CTM method (overlay) I wasn't familiar with. No idea why things look fine with pack format 2, that really shouldn't change anything (it *should* have been broken there too). Anyway, fixed with format 3. Thanks for the report
are you pressing enter after typing in the seed
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all default to off with clientpermissions installed and voxelmap added
mod.voxelmap.radarplayers
mod.voxelmap.radarmobs
mod.voxelmap.radar (gives both of the above)
mod.voxelmap.cavemode
hrnnnggg.. I had that issue, and it was present in testing all the way back to 1.7.10, then I rebooted and it went away, but apparently not in 1.12. Definitely don't want to do without that, will double check and upload fixed version if neede
*EDIT* booted into a different OS, same issue, including with versions for old MC. Also can't click and drag scroll bars in regular Minecraft screens, like the SP world selection screen. Something weird going on, but it doesn't appear to be my issue. Mouse.isButtonDown(0) just isn't registering, in my GUI or Minecraft's. With no mods even.
Let me know if you are seeing it too. With no mods loaded at all, try to open the language selection screen and scroll by grabbing the scroll handle and dragging. If it isn't working for you, that would be why the map isn't pannable with the mouse, and it's something you can report to Mojang (without mentioning mods, as you tested it without any)
*EDIT2* booted back into my main OS, no issues with scrolling in Minecraft GUIs, or panning with the mouse. Something weird with a windows update, or jinput or something. Pretty sure it's a MC issue
OR
https://www.reddit.com/r/feedthebeast/comments/6afrjv/ftb_beyond_unable_to_drag_scrollbars/
something running in the "background" eating some mouse input. Would explain what I was seeing
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just never really had someone wanting to make custom icon sets At least not someone who actually went and put in the work to actually do it. Pretty much everything in the mod is skinnable but the vanilla mobs. I wouldn't mind changing that. Honestly wouldn't be too hard to have a list of the unobfuscated classnames for use in looking for custom icons. I'll see if I can work it in. Right now I am a bit focused on warding off eventual doom with 1.13 and the end of number based metadata and a consistent blockstate ID in storage from chunk to chunk