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  • 1

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Danik1601»



    May be I am very stupid, but I can't download the .jar file from your repository :-(



    There isn't a jar on the repo.


    Barracuda has not responded back to me. I'm trying to see if Avatair can help me fix some minor bugs, then I might see about releasing to curse myself, as the license should allow it.

    Posted in: WIP Mods
  • 2

    posted a message on Dragon Mounts r46 [WIP]

    Barracuda responded to me. You might get something soon.

    Posted in: WIP Mods
  • 0

    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    Do you plan on open sourcing the mod, even if just to allow localizations? Just curious.


    Also, why not make birds shed feathers?

    Posted in: Minecraft Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from GlitchReaper»

    I can relate with medical issues both personally and more family & friends. We wish Emoniph a thorough recovery, which is always better than a fast one.



    I was referring to Elucent that's having issues, if that's what you mean. Emoniph's status is unknown, aside from the fact he's alive.


    Either way, do not contact Elucent about how he managed to somehow find Emoniph. He probably wouldn't tell you anyways.

    Posted in: WIP Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    I am unable to figure out how to fix the egg textures (the eggs that the dragons hatch into). Needless to say, they are handled rather oddly.


    However, it seems everything else works fine. Though there does appear to be some derpiness which could be ironed out.


    Either way, I've contacted the dev, as mentioned before. I'm waiting on a response from him.


    Legally speaking, I could distribute releases on curse, due to the license that's placed on it (unlicense), but there are some things I would need some aid with even doing if I wanted to put it up on Curse.


    1. As mentioned before, the egg models are completely broken, and have no texture. Once they hatch, they are fine.


    2. Player does not align fully when they ride a dragon. They kind of hover when the dragon is in certain positions. They also do not sit on the saddle, which is all the way towards the front of the dragon.

    Posted in: WIP Mods
  • 2

    posted a message on Witchery 0.24.1
    Quote from Thermawrench»

    We know so little, where would we even start? I mean, i think we can establish the fact the he still has a beating pulse. But other than that?


    Elucent supposedly contacted him, but how he did it is unknown. All he mentioned is "some convoluted method". I would advise not contacting Elu about this, though. ****'s going on with him. Depression.

    There are a few accounts with the Emoniph name floating around, but I can rule out one as not being him. The wikia user bearing the same username is not our Emoniph.

    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    No one's rewriting it. However, I managed to find the dev, and contacted him, to see if he could release the source code. So far, no response.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    I have managed to create a semi-functional 1.12.2 port. However, someone else is probably going to have to finish the registry shenanigans for me.


    https://github.com/Sunconure11/dragon-mounts


    The codebase is rather... odd. Even with my attempts at dealing with the registry, I still get this error: https://pastebin.com/wCwf5K2G


    If anyone wants to fix it up, be my guest. However, once you get a functional build working, pull towards my fork, and I will inform the dev (I have figured out his email, he left it in the codebase, please do not spam it), and see if a 1.12.2 build can be released. Maybe see if I can get it on curse too.


    Edit 1: I got it to work, but egg models are currently not working. Investigating.

    Posted in: WIP Mods
  • 3

    posted a message on Thaumcraft 5.2.4 (On Hold)

    Azanor, any teasers of new progress on 1.10.2 you can show us non-patreon users?

    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from GlitchReaper»

    Nice to know. Are you part of the modding team behind it?

    I'm effectively the defacto leader, and also I own the GitHub repo.
    Posted in: WIP Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from Giliod1999»

    version 1.12


    Actually, it's on 1.11.2 for now. 1.12 is not stable enough for building a mod. Lexmanos keeps throwing so many changes.

    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from codebracker0»

    He didn't even log in into steam for about a year, than once 57 days ago, so I'm inclined to believe that was a glitch or a hacker and that he hasn't been online since he dissapeared, meaning he is either dead or stopped using the computer for unknown reasons.
    Or maybe he move somewhere with no internet access.

    I doubt he is dead.

    If he accessed steam, he is probably safe, and somewhere with internet access. Though you can make yourself appear offline all the time on steam, with a bit of trickery.
    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from Hman745»


    I doubt it since one of his last posts was showing off some stuff from Intangible in 1.9.


    According to some individuals on IRC, I heard claims he was actively avoiding the community.
    Posted in: WIP Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from Aurumkra»

    I will take it down as soon as emoniph asks me to.

    Emoniph has not been on in a year. However, despite this, by default, it falls under normal copyright laws, and thus, it is not exactly legal to distribute the source code without his permission. Always assume something is All Rights Reserved unless otherwise stated.

    It's legal to decompile and look at the code, but not legal to distribute it.

    In addition, I doubt many modders could work with Witchery's source code, I had decompiled it myself in the past to look at it. It uses a bunch of private classes and what not, which makes things much harder to work with. The devs of Minetweaker tried to add support, but couldn't, due to how it's coded. Witchery is literally built in a way so it is harder to code with, or even attempt stuff like porting by third-parties (and addons), in the first place.
    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from Hman745»


    I helped start it with just a small group of people and I liked where it was going. Then as more people were added and more ideas were thrown around it felt as if they were trying to add so many things. I decided to step away from the project at that point. I haven't been keeping up with what they're doing as well.




    We're getting places. We're working on custom brewing. A lot of the ideas have been far more organized since you vanished, and there's some semblance of a roadmap (although the roadmap needs to be worked on a bit more.)


    https://github.com/Um-Mitternacht/Witchworks


    Also @Aurumkra, delete that post. You could cause some legal BS.

    Posted in: WIP Mods
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