We have updated our Terms of Service and Privacy Policy.
Dismiss
  • 2

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.10.2
    Quote from darkevilmac»


    Not critical, just a mistake on my part in the config file. Change 'ArchimedesShips:' to 'ArchimedesShipsPlus:' in the config file and you'll be fine.



    Just as a note, I am still looking for devs to help out with the MovingWorld rewrite which is being licensed under Apache 2.0 If you're able to help please hop on the irc/discord channel. I want this to be easy for other devs to use if they want to so criticism is very important!


    Hey Mac! So you're looking for devs eh? I suggest you take a look at this. Seems like the two of you are working on something similar, although his seems a bit more developed. Perhaps instead of working separately y'all could work on the same mod, faster updates, better code, ect. Here's the link to his post http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2561009-valkyrian-warfare-status-post
    Posted in: Minecraft Mods
  • 1

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.10.2
    Quote from darkevilmac»

    That's the goal.

    So something like that old metaworlds mod? If so, that's AMAZING.
    Posted in: Minecraft Mods
  • 0

    posted a message on Valkyrian Warfare Status Post
    Quote from thebest108»

    Quantum API is interesting, switching from Forge to Quantum would require me to change the parts of my code that hook into Minecraft, which isn't that big of a change. However, I'm fully focused on getting this released and I can't spend any extra time converting (development is slow enough!).


    That said, I like the idea of Quantum API because it would make additions to my mod much easier to do. I might release a Quantum version in future, but my current priority is just releasing a version.


    Indeed! I believe It would be wise to wait until Quantum gets a stable version, which will be awhile. Anyway we (The Quantum Dev Team) hope your mod becomes a great success, and that you will one day release a version on Quantum.
    Posted in: Mods Discussion
  • 0

    posted a message on [Beta] The Quantum API: A Better Alternative to Forge and Bukkit

    Just committed everything I did this month to GitHub.


    give me your email to add you to quantumapi.slack.com spynathan.


    I sent it in a pm.
    Posted in: WIP Mods
  • 0

    posted a message on [Beta] The Quantum API: A Better Alternative to Forge and Bukkit
    Quote from Spartan322»

    And after a few days, I'm officially out of this project because "encapsulation" is an excuse to prevent true modding. Goodbye.


    Oook?
    Posted in: WIP Mods
  • 0

    posted a message on Valkyrian Warfare Status Post

    You might be interested in this, http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2344753-the-quantum-api-a-better-alternative-to-forge-and?page=4#c76 After all you seem to be THE best modder I've seen imo.

    Posted in: Mods Discussion
  • 0

    posted a message on [Beta] The Quantum API: A Better Alternative to Forge and Bukkit

    Just thought I'd let you know, since I'm counting myself as part of the team, (I'm the sign guy who spins the sign out side, but more like this ) I'd send a guy your way, he's been programming physics, multiworlds, vehicles, and aerodynamics, into minecraft for a few months now. If he's up to it, he could be a big help to your team, he's a bit of a java god if you ask me. And to all those who keep saying things like, Good luck, I know you're going to fail but good luck! :D Oh ye of little faith, have you not seen the works of the small devs? Are not many of great wonders? Have many not prospered? I tell you today, if a man is wanting to make a new api, and he does so with his whole heart, and with his whole strength, and puts his mind to it, he will do just so.

    Posted in: WIP Mods
  • 0

    posted a message on [Beta] The Quantum API: A Better Alternative to Forge and Bukkit


    Good idea. Except that I would want to hog all the coding. The team members would mostly be working on other stuff to keep my API's integrity. I have no problem with building a team, especially for coding, but the problem with that is that I'm not sure if everything will be done in a style that I can accept... I try to keep efficiency in mind at all times when coding because

    And so what worries me is people will just code without keeping efficiency in mind. There's also the naming conventions might I add, and the names of variables and objects are almost as important as the code that defines them. I would have to approve everything, or change it as I see fit, with the cooperation of the entire team. Things, for the moment, seem simpler on my own, and while this is a big responsibility, I am confident that I can manage this.


    Answers in bold.

    Yeah I gotchyu. I promise this will work, regardless of how long it takes me. Currently there are 33 source files for Quantum API. Mods will be loaded using the main method (public static void main(String... args)), but the common interface, and further abstract class, use a run method that runs inside it's own mod thread, and the mod can change the rate at which it loops, meaning that your mod can be/is independent of the minecraft loop. More info to come.

    link_the_programmer too op plz nerf jk. really though... 0_0 WHERE CAN I DONATE?! WHERE IS THE FUND RAISER?!?! This is AMAZING if Chuchaz is a moon wizard... you sir are a TRIFORCE GOD! If you do start a team, count me IN. Also I can make a launcher for this api, if you want.
    Posted in: WIP Mods
  • 0

    posted a message on [Beta] The Quantum API: A Better Alternative to Forge and Bukkit

    So I've read all this, I'm not one to do all the beat around the bush crap. I have a few basic, and fundamental questions. 1( Have you gotten any part of this to work? It all seems like theories to me, but hey that's just a theory A GAME THEORY, though I may be mistaken. 2( Can this bring this back?

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291311-metaworlds-mod-v0-995-fly-working-worlds-around 3( Will this really work with old mods? I mean the code of let's say 1.5.2 mods and 1.8 mods are VERY different. 4( Is there a way to demo all this, in let's say a video or screenshot? 5( if you've answered yes to these questions, TAKE MY MONEY! really though, I'm in FULL support of this. The reason everyone is... disliking this isn't because they don't like it, it's because most people don't believe you can do it. But some of the greatest minds of all time had similar problems, like that guy who said Tesla's idea was stupid... yeah we all know how that went. So if you can get this to work, and you can keep this updated, you'll be rich off of adfly and what not. But! you have to get it to work first. Once you have a form of proof, then people will be more willing to support your project. But you need to get a demo or something first! And please by all means I do ask of you, if you can create this, please make it open source.

    Posted in: WIP Mods
  • 1

    posted a message on Valkyrian Warfare Status Post

    0_0... I almost find it hard believing that is real... Anyway I heard you needed a 3d modeler? I think I can help with that, although atm I simply don't have the time. Perhaps later on I may have time for it, however I do know some modelers who would love to help with this. And I'm sure you could find plenty by looking around the forums and what not. I do hope to see a demo or alpha download soon good sir! I wish you the best with this project, and I hope it goes far!

    Posted in: Mods Discussion
  • 0

    posted a message on Carpenter's Blocks

    hello everyone before I start I want to say I highly respect mineshopper his mod will always be unique however many people would like a similar mod for 1.8 and I found this

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2489461-architecturecraft-1-0-0-for-minecraft-1-8-0

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Interesting idea

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    What happened to the whole doesn't need anything but a computer mod and a power source mod?

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    Quote from LemADEC»

    The 1.7 version should boot without any mod but you'll need:

    - an IC2 or RF power source mod with energy transportation => add EnderIO, BigReactor, IC2, Gregtech, ThermalExpansion, or Mekanism, etc. (or disable power requirements in the configuration)

    - a computer mod => add ComputerCraft, OpenComputers or both.


    yeah the whole should boot thing... doesn't work... you should look into that...

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    ok thanks you also I have never tried this mod yet XD I've just been waiting for 1.7.10 but yeah I hope everything goes well

    Posted in: WIP Mods
  • To post a comment, please or register a new account.