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Jul 5, 2015Posted in: Minecraft Mods
Jul 29, 2014Honestly, I do not want to hand over exclusive rights to WMLL to someone else just yet in the event I get a chance to develop it again. With that said, (this applies to anyone) if you have the know how and the means to do so, you are free to update WMLL for any Minecraft version for your own private use without my advanced permission.Posted in: Minecraft Mods
Apr 6, 2014Posted in: Minecraft Mods
Are you able to get the local difficulty value? (You know, the one that increases with time in an area)
Can't tell you. I haven't touched the code in months.
Quote from julialy
Man, I've been using this mod since 1.1
Are you going to port this mod to 1.7.2 or not? Just wondering so I don't waste my time creating my own port.
WMLL will not be updated to 1.7.2. I cannot give an update when the next update will be as I have no idea myself. Originally I was waiting for the modding API, but even if I wanted to update right now, life has other ideas (hence my... "disappearance" from this forum).
Mar 7, 2014Posted in: Minecraft ModsQuote from smith0211
You say older versions are not supported but are there at least downloads for them somewhere?
The only older versions that are available can be found here. If you need a different version, let me know and I'll see if I can find that version for you.
Jan 12, 2014Posted in: Minecraft Mods
As I've said elsewhere, if you think a mod API is easy, try designing one.
From modloader, to forge, to FML, with the sidetrack of modloader_MP, and searge's early modding system, etc, there has been a LOT of learning of what works, what doesn't; what's good, what's not good; where things need improvement, and where they need a total re-write.
By getting Searge on as a paid designer, who has the job of designing a new system from scratch taking into account everything that has been learned over the last two years, Mojang has shown that they are serious about getting a good working design in.
It's not that hard for MCP to say "We're going to completely rename and restructure everything this time around", given that in 1.7 they are targetting a completely restructured codebase, and (As I understand it, Searge is working on MCP as well as at Mojang) actually knows what they are targetting.
It would be a nightmare for Mojang to say "We've completely changed our Mod API, and broken every mod up until now."
That Mojang has completely restructured it's code base is not "We don't like the mod community". It is "We need to do this to support the mod community into the future".
That Mojang has let Searge do renaming and restructuring of MCP to match what is going to be closer to the real code base / closer to what the eventual mod API will be is even MORE support of the future of minecraft modding.
Getting from here to there will be painful. A lot of assumptions made by the modding community will turn out to be false. Cleaning those up is step one. MCP 1.7 is step one.
Just for clarification, I'm not complaining that it's taking a long time (although, if I'm honest, it is getting annoying), nor am I saying it's easy to implements one when the game wasn't designed with it in mind from the start. I'd rather them take their time and do it right than rush and have a broken system that doesn't work properly. That said, they shouldn't say "oh, it will be released with x update" until they know for a fact it will be.
Jan 1, 2014Posted in: Minecraft ModsQuote from zobrux
I see that other mods are slowly starting to update (amidst much cursing over code changes), as MCP is apparently making enough progress to be useful. Does that make any difference to WMLL, or is it still looking like a hiatus until the API and/or free time magically appears for the devteam? I'm making do with F3, so I'm just curious, not begging. =)
We're probably going to wait until the API regardless. We feel that it's not worth the resources to practically rewrite it now when we'll be rewriting it again when the modding API comes out.
Dec 6, 2013Alright guys, you've been in the dark for a while so here's another update:Posted in: Minecraft Mods
We've been looking at the code for 1.7 and we have determined that it would be better to just completely rewrite WMLL to work with it. The problem is, none of us have the time to do it. So we have been throwing around the idea of keeping WMLL on 1.6.4 and "discontinuing" the mod until the modding API is released when a rewrite would actually be worth it. Obviously this decision is a big one and IS NOT FINAL YET; we're still seeing if there's anything we can do to have it go the other way. If WMLL should be "discontinued" until the API, the 1.6.4 version would still be maintained, but no updates would likely happen except bug fixes. I'd hate to have to drop WMLL for now, but if it comes to that, I will have no choice. Thank you all for your support and I will keep you posted on what we decide to do. If you have any questions, feel free to post them and I will try to answer them.
Nov 28, 2013Posted in: Minecraft ModsQuote from zaphod69
Perhaps you missed my post on Rei's, it was updated at that time but only posted on his Japanese site, he has gotten tired of the north american site due to being pressed constantly for an update the second a new release is out. I have re-posted the link for you but am not concerned so much now as we have started a vanilla 1.7.2 server to play in until the MCP and bukkit get updated.
If you do decide to revamp your mod I would still be greatly appreciative as I keep a file of all the old jars and mods going back to InfDev when I started playing. I still feel yours is a must have.
Oh I noticed it, I just don't trust things that are on a website I can't read
Nov 26, 2013Posted in: Minecraft ModsQuote from zaphod69
The test release blocks Rei's map, last I saw you hadn't updated it to Rei's 1.6.4 release.
P.S. It does work great as usual, but without the map its a sundae with no toppings.
When I updated it, Rei's Minimap for 1.6.4 wasn't a thing
Nov 21, 2013I have had no issues reported for the test release for 1.6.4, so you could probably just use that and be fine.Posted in: Minecraft Mods
Nov 14, 2013Posted in: Minecraft ModsQuote from zrion
Hi! I was wondering if I could use your mod in a mod pack.
PM me with the details of your modpack.
Nov 6, 2013Hey guys, small update on WMLL being updated to 1.7.Posted in: Minecraft Mods
As some of you may know, the current version of 1.7 is pretty buggy, and with no word on a bug fix update to fix those issues, I have no choice but to delay the updating of WMLL until they are fixed. Sorry to add even more delay to the update, but I refuse to update WMLL to a version of Minecraft that is so buggy. Other than this extra delay, everything in the previous update post still stands. I hope that this delay isn't a very long one and that Mojang fixes the problems soon.
Oct 24, 2013Posted in: Minecraft ModsQuote from Knolle95
My game chrased while I tried to typ into the R/G/B textboxes a string (tried to type in hexa).
Can you please add in the future a hex/dec button?
And also this mod is not compatible with WordlDownloader. Hadn't checked that yet the classes.
Ehm... Can you turn the modifided classes into "new" classes so that other mods can use/overwrite the classes which are in use by WMLL?
That would be awesome.
Making the modified classes into new ones isn't currently possible. They need to be overwritten in the jar or the mod won't work.
As for the HEXA/DEC stuff, maybe.
Oct 23, 2013As I'm sure most of you are aware, Mojang are hoping to push Minecraft 1.7 on Friday, so I thought I'd give you my plan on how I am going to handle updating WMLL.Posted in: Minecraft Mods
First of all, the latest interneral test version of WMLL will be pushed to Stable (if testing goes well), then I will have a 2 or so week grace period where nothing happens (on the 1.7 version!). This is to ensure that when I do update it, there isn't an update the next day that breaks it immediately. As I said, during this time nothing will happen in terms of getting it updated. Once that 2 weeks has passed I will begin updating WMLL to that version, though I am not sure how long that will take as I have been watching the progress on 1.7 and the number of refactors has me slightly worried. Until the WMLL version for 1.7 is released, I will support the 1.6.4 version fully. During the development of the 1.7 version, progress will be able to be tracked via its dedicated branch on WMLL's github repo which can be found here. I will also try to keep you all updated on the progress of the update and not pull a 1.6.4 again, however needless to say, if situations arise, they will take priority.
Also, as mentioned in the previous change log, support for Forge will be dropped in (at least) the first version for 1.7 unless I find a suitable replacement for it or manage to get WMLL working as a Forge mod instead of ModLoader.
Thanks again for all your support and here's hoping updating to 1.7 is easier than I think it's going to be.
TL;DR: WMLL will not be updated to 1.7 for at least 2 weeks because I'm sick of being burned by bugfix patches. Also, <3.
Oct 22, 2013iPeer posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPIPosted in: WIP Mods
That's interesting. When running in Forge, what happens if you hit F1 to hide the GUI?
If I hit F1, all of the GUI hides except for WMLL, which flickers. I had just assumed it was a mod conflict on my end, and did not worry about it.
That's not intended behaviour.
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