Due to a wide variety of reasons, I have been largely ignoring Minecraft - and, by extension, my mods - until 1.8 was released.
Given that 1.8 is now available, I am planning on returning to Minecraft, along with updating my mods, and possibly writing at least one - if not more - in the future.
Due to a wide variety of reasons, I have been largely ignoring Minecraft - and, by extension, my mods - until 1.8 was released.
Given that 1.8 is now available, I am planning on returning to Minecraft, along with updating my mods, and possibly writing at least one - if not more - in the future.
Stay tuned.
:biggrin.gif: I loved the meteorite mod! And now I can use it in my future modded let's play! I was hoping to, glad to hear the good news.
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Quote from TehSoulEater »
No. You're being purposely ignorant, and a smartass.
Apparently Notch messed with the rendering code somewhere between 1.5 and 1.8, and I'm not familiar enough with it yet to make the meteor mob actually render. This is expected to be a short-lived problem, however given that my home is currently without an internet connection, a "short-lived problem" may be longer-lived than some may expect.
I am anticipating working on the rust monster once I've figured out the rendering problem (since that is a mob that definitely requires visibility).
The meteorite mod should be fixed such that the mob once again appears. However, there seems to be an issue with the spawning code causing them to spawn on the ground.
Also, when starting up a new world with meteors installed, you may experience a *ton* of meteors spawning and exploding. Not sure what to do about that at the moment.
I have a little problem. This is how I installed the mod: Drag and drop all into the minecraft.jar except the readme and the sound. Deleted META-INF and modloader installed. When I have toomanyitems for the summoner, there wasn't one in the list. I made a mods folder, put the zip into the folder. There wasn't a summoner. But I was sure about that the Meteorite was working because I found a few meteors. But I had also mods installed. Help! :sad.gif:
Meteor summoners are turned off by default, and the code is such that the item won't even be loaded into the game if the option is off.
Go into the options file and set the meteorSummoner option to true. Then you will have access to meteor summoners.
Recent updates to MC have apparently drastically changed a number of methods, which has significantly slowed my ability to update the mods.
As soon as I have time (spring break this week, so perhaps sooner rather than later), I'll begin chewing through the code of other mods to figure out how to make my mods function in 1.2.3.
Unfortunately, my harddrive recently crashed, and I was unable to recover anything off of it. This means that I have lost all the original source code for each of these mods; while I have the compiled versions (and thus can stick them into MCP to decompile and deobf), the deobfuscation is ridiculously off, meaning I'm going to have to spend a good deal of time combing through my mods and attempting to remember what I was doing (comments? lol, what are those?) so that I can repair the code.
I have a plan to do this, but it's going to be tedious and not fun. Also I still need to figure out what changed in the myriad methods called by my mods that made them behave weirdly in the last few updates, in the hopes of fixing them and returning them to normal functionality.
In other words: those of you hoping for an upcoming update for any of these had best not hold your breath. It's going to be a bit.
Featuring a completely new model and a coding overhaul from the ground up (brought to you by a wonderful hard drive failure), the new rust monster spawns, behaves, and sounds as it was always intended.
It's still not animated, but between having to completely rewrite the base code, familiarize myself with the extensive modifications made to Minecraft since I stopped modding nearly a year ago (including the new AI system and other such fun toys), and learning how to interact with Forge and utilize Eclipse... I think I can be forgiven still having to work on animating things. Graphics are not my forte.
Forge is a wonderful thing, and my modding endeavors are now entirely Forge-based. Huzzah.
I have a few future projects in the works, as well, and given now that the foundations of my re-education regarding Minecraft are settled, it should be far easier for me to implement my next ideas. Look forward to continued updates, and (hopefully) continued support for my mod(s).
For those wondering: I am not planning on updating other mods that I originally had in this thread. Meteorites have been covered several times by others and been - in my opinion - better implemented than my own; Gunpowder+ is a project I plan on revisiting, but will be significantly different in form thanks to the inclusion of bats in vanilla MC.
As always, if you encounter problems with a mod, please let me know.
Given that 1.8 is now available, I am planning on returning to Minecraft, along with updating my mods, and possibly writing at least one - if not more - in the future.
Stay tuned.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
:biggrin.gif: I loved the meteorite mod! And now I can use it in my future modded let's play! I was hoping to, glad to hear the good news.
Math FTW
Minepedia is your friend.
Perfect model of default skin using coloured wool. viewtopic.php?f=1020&t=144504
Updated to MC 1.8.1. No other changes.
Apparently Notch messed with the rendering code somewhere between 1.5 and 1.8, and I'm not familiar enough with it yet to make the meteor mob actually render. This is expected to be a short-lived problem, however given that my home is currently without an internet connection, a "short-lived problem" may be longer-lived than some may expect.
I am anticipating working on the rust monster once I've figured out the rendering problem (since that is a mob that definitely requires visibility).
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
The meteorite mod should be fixed such that the mob once again appears. However, there seems to be an issue with the spawning code causing them to spawn on the ground.
Also, when starting up a new world with meteors installed, you may experience a *ton* of meteors spawning and exploding. Not sure what to do about that at the moment.
Rust Monsters should behave as expected.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Meteor summoners are turned off by default, and the code is such that the item won't even be loaded into the game if the option is off.
Go into the options file and set the meteorSummoner option to true. Then you will have access to meteor summoners.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
This is an update to Simaldeff's Gunpowder+ mod.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Updated to MC 1.0, and also fixed the floating dung mound issue.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Updated for MC 1.0.0. Also, sounds have been implemented. I'll be looking into animations and what-not for the next update.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
No more need be said.
There was apparently a change in block code that made the sulfur ore blocks drop themselves, rather than sulfur. This has been corrected.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
As soon as I have time (spring break this week, so perhaps sooner rather than later), I'll begin chewing through the code of other mods to figure out how to make my mods function in 1.2.3.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I have a plan to do this, but it's going to be tedious and not fun. Also I still need to figure out what changed in the myriad methods called by my mods that made them behave weirdly in the last few updates, in the hopes of fixing them and returning them to normal functionality.
In other words: those of you hoping for an upcoming update for any of these had best not hold your breath. It's going to be a bit.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Featuring a completely new model and a coding overhaul from the ground up (brought to you by a wonderful hard drive failure), the new rust monster spawns, behaves, and sounds as it was always intended.
It's still not animated, but between having to completely rewrite the base code, familiarize myself with the extensive modifications made to Minecraft since I stopped modding nearly a year ago (including the new AI system and other such fun toys), and learning how to interact with Forge and utilize Eclipse... I think I can be forgiven still having to work on animating things. Graphics are not my forte.
Forge is a wonderful thing, and my modding endeavors are now entirely Forge-based. Huzzah.
I have a few future projects in the works, as well, and given now that the foundations of my re-education regarding Minecraft are settled, it should be far easier for me to implement my next ideas. Look forward to continued updates, and (hopefully) continued support for my mod(s).
For those wondering: I am not planning on updating other mods that I originally had in this thread. Meteorites have been covered several times by others and been - in my opinion - better implemented than my own; Gunpowder+ is a project I plan on revisiting, but will be significantly different in form thanks to the inclusion of bats in vanilla MC.
As always, if you encounter problems with a mod, please let me know.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker