If you enjoy Tech mods, you may like my Youtube channel. http://www.youtube.com/user/TrintusVG
If you like what I had to say or if I helped you solve a problem, please up my reputation.
I recommend you post flower's interview video there, as opposed to leaving it to bias speculation.
Did I say bias? Magusunion is butthurt at FC because he got banned from the official BTW forums, ages ago. He's not exactly going to go out of his way to say nice things, is he?
I dont usually pay attention to the btw forums, so i havent a clue about who or when anyone got banned. and the vid has been pointed out there.
Rollback Post to RevisionRollBack
If you enjoy Tech mods, you may like my Youtube channel. http://www.youtube.com/user/TrintusVG
If you like what I had to say or if I helped you solve a problem, please up my reputation.
Flower, you've made a LOT of people angry on the IndustrialCraft Forums. Take a look:
isn't it amazing how small things can get bloated enormously? how statements can be pulled from context and get raped?
i read about 3 posts and i knew enough.
-the baseclass thing is silly. 13 baseclasses for aesthetics is fine, yet changing baseclasses to remove major annoyances is not?
-the compatibility thing is even sillier. FC sees it as a "standalone mod" due to certain thoughts behind the mod, and now they say he's all gone nazi on it?
i hate to sound like an FC fanboy, but this is downright stupid.
-the baseclass thing is silly. 13 baseclasses for aesthetics is fine, yet changing baseclasses to remove major annoyances is not?
IIRC, FlowerChild's exact issue e.g. with the torch thing requiring 13 base classes to be modified isn't necessarily that all these base classes are being modified (after all, that's what APIs are there for), but rather that such invasive changes to the game code are being made.
I've mostly I've got the impression that, much like with RP2, Elo is trying to allow the Forge to do absolutely everything. And it's nice to give a modder that much power. But it's also asking a bit much; because you can also do absolutely everything without an API (the difference being that your mod won't be compatible), and there's a lot of things that one person in the world might want to do, but that just simply isn't worth putting in an API.
And yes, such obscure and underused hooks would still be necessary to have in an API if everything was to be compatible.
But it's hard to justify making such fundamental changes to the game in a third party API. If you go through the source of a game, find everything that's hardcoded that somebody wants changed, and write some way to change it... eventually, you're no longer modding for Minecraft; you're modding for some giant machine that just tries to pretend to be Minecraft when it isn't told to do anything else.
I'm not FC. I'm no modder. But I can understand how it feels trying to write a mod for a game when the code you're familiar with is being turned inside-out from its very core. And unless you're making an API that's so absolutely commited to adding the hooks everyone else needs so that nobody ever needs to edit a base class on their own, modders will still occasionally need to dive into the code.
Of course, there's no doubt that BTW edits a /lot/ of base classes as of late. Of the 41 base classes modified in v3.30, only 9 of these are leftover from Forge. The rest are all changes by BTW.
Can I ask you FlowerChild, why don't you use Adf.ly?
I understand that you make this mod purely for fun, but I think you deserve something for your efforts (although adf.ly isn't much)
Give the profit to charity? PETA?
To be honest, I don't think he deserves any money at all. His mod is mediocre and he acts like a child.
What am I doing wrong? oo Please, can anyone help me? I copied the MINECRAFT-JAR folder from the BTWM into the mod folder.
Go double-check the readme included in the BTW zip folder, and follow the instructions proper.
Also, you could try switching to a 16x16 texture pack, since I seem to remember people using MCPatcher to do the HD fix having trouble with mod textures in high res texture packs.
But if you did exactly what you say you did, that shouldn't work, because you didn't install the mod correctly.
ok thanks ill finally update now :smile.gif: shame to lose buildcraft but i watched the video further up and i would rather flowerchild be happy with making the mod then not :tongue.gif:
For the record, Zeppelins, Portal Guns, SpawnerGUI, and Fossils/Archaeology all work with BTW still, and I haven't had to rearrange or change any blockIDs or anything.
edit: also Clay Soldiers work with all the rest I listed
I'm currently hosting a compatible mods archive / list for BTW ver 2.6+ (and it is being regularly updated). Replacing "Incompatible with Everything!", would you be kind enough to post a small hyperlink to the thread? I feel that this is putting people off from downloading.
I really appreciate what you're doing with that list man, but at the same time, I think it's crucial to note that I in no way *support* compatibility in any way. Linking to your list would unfortunately run counter to that.
If you guys want to experiment with compatibility and help each other out with it, it's of course fine, and again, I appreciate the effort you're making there, but I just won't get involved with that in any way. My official stance will remain as "incompatible with everything".
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 97fd09f3 --------
Generated 12/10/11 2:48 PM
Minecraft: Minecraft 1.0.0
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 320M/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.IllegalArgumentException: Unable to add block FCBlockPlanter@1b0fa62c in slot 254: Error detected. Please check your IDResolver and ModLoader logs for more information.
at yy.<init>(Block.java:219)
at FCBlockPlanter.<init>(FCBlockPlanter.java:21)
at mod_FCBetterThanWolves.InstantiateBlocksAndItems(mod_FCBetterThanWolves.java:899)
at mod_FCBetterThanWolves.load(mod_FCBetterThanWolves.java:29)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 60b74d43 ----------
it was working earlier but now it's doing... this. i'm using ID resolver forge edition. My install order is:
Modloader
ModloaderMP
Minecraft forge
GUI API
BTW
ID resolver
I'm having issues with the Detector block, it's not giving off a redstone signal no matter what I do... Can anyone tell me how to fix this?
You've likely overwritten world.class (ry.class in 1.0) with a version from another mod. Doing so effectively breaks the Detector Block (as well as some other mod features).
I just hate all of you b**ching about incompatibility, go play with another mod if u r so angry
why shouldn't they? IMO they're just trying to let flowerchild know so, if he wants to, make BTW compatible with said mod, if possible. If this was compatible with everything(which is close to impossible) then he would get a lot more fans and LOTS more downloads. I'm not necessarily complaining about compatibility, i'm just glad this mod is as good as it is now.
why shouldn't they? IMO they're just trying to let flowerchild know so, if he wants to, make BTW compatible with said mod, if possible. If this was compatible with everything(which is close to impossible) then he would get a lot more fans and LOTS more downloads. I'm not necessarily complaining about compatibility, i'm just glad this mod is as good as it is now.
Because this mod in no way supports compatibility with others, and will likely not do so until the official mod API comes out.
Bitching about it therefore accomplishes nothing.
And for the 100th time, popularity is not a priority for me.
P.S. With regards to your error, this mod is NOT compatible with the Forge.
Endermen got em and works for them!IMA TRY IT!
http://forum.industrial-craft.net/index.php?page=Thread&postID=25993#post25993
If you like what I had to say or if I helped you solve a problem, please up my reputation.
I dont usually pay attention to the btw forums, so i havent a clue about who or when anyone got banned. and the vid has been pointed out there.
If you like what I had to say or if I helped you solve a problem, please up my reputation.
isn't it amazing how small things can get bloated enormously? how statements can be pulled from context and get raped?
i read about 3 posts and i knew enough.
-the baseclass thing is silly. 13 baseclasses for aesthetics is fine, yet changing baseclasses to remove major annoyances is not?
-the compatibility thing is even sillier. FC sees it as a "standalone mod" due to certain thoughts behind the mod, and now they say he's all gone nazi on it?
i hate to sound like an FC fanboy, but this is downright stupid.
IIRC, FlowerChild's exact issue e.g. with the torch thing requiring 13 base classes to be modified isn't necessarily that all these base classes are being modified (after all, that's what APIs are there for), but rather that such invasive changes to the game code are being made.
I've mostly I've got the impression that, much like with RP2, Elo is trying to allow the Forge to do absolutely everything. And it's nice to give a modder that much power. But it's also asking a bit much; because you can also do absolutely everything without an API (the difference being that your mod won't be compatible), and there's a lot of things that one person in the world might want to do, but that just simply isn't worth putting in an API.
And yes, such obscure and underused hooks would still be necessary to have in an API if everything was to be compatible.
But it's hard to justify making such fundamental changes to the game in a third party API. If you go through the source of a game, find everything that's hardcoded that somebody wants changed, and write some way to change it... eventually, you're no longer modding for Minecraft; you're modding for some giant machine that just tries to pretend to be Minecraft when it isn't told to do anything else.
I'm not FC. I'm no modder. But I can understand how it feels trying to write a mod for a game when the code you're familiar with is being turned inside-out from its very core. And unless you're making an API that's so absolutely commited to adding the hooks everyone else needs so that nobody ever needs to edit a base class on their own, modders will still occasionally need to dive into the code.
Of course, there's no doubt that BTW edits a /lot/ of base classes as of late. Of the 41 base classes modified in v3.30, only 9 of these are leftover from Forge. The rest are all changes by BTW.
To be honest, I don't think he deserves any money at all. His mod is mediocre and he acts like a child.
Go double-check the readme included in the BTW zip folder, and follow the instructions proper.
Also, you could try switching to a 16x16 texture pack, since I seem to remember people using MCPatcher to do the HD fix having trouble with mod textures in high res texture packs.
But if you did exactly what you say you did, that shouldn't work, because you didn't install the mod correctly.
For the record, Zeppelins, Portal Guns, SpawnerGUI, and Fossils/Archaeology all work with BTW still, and I haven't had to rearrange or change any blockIDs or anything.
edit: also Clay Soldiers work with all the rest I listed
^Please click the egg above if you wanna see it grow up to be a dragon!
I really appreciate what you're doing with that list man, but at the same time, I think it's crucial to note that I in no way *support* compatibility in any way. Linking to your list would unfortunately run counter to that.
If you guys want to experiment with compatibility and help each other out with it, it's of course fine, and again, I appreciate the effort you're making there, but I just won't get involved with that in any way. My official stance will remain as "incompatible with everything".
ModLoader 1.0.0
mod_FCBetterThanWolves 3.30
mod_IDResolver 1.0.0 - Update 1
mod_ModLoaderMp 1.0.0
mod_BuildCraftCore 2.2.8
mod_BuildCraftBuilders 2.2.8
mod_BuildCraftEnergy 2.2.8
mod_BuildCraftFactory 2.2.8
mod_BuildCraftTransport 2.2.8
mod_ChefCraftory 1.8.1
mod_CraftGuide 1.2.2
mod_FishCraftory 1.0.0
mod_Forestry 1.2.2.1
mod_GUICraftory 1.0.0
mod_Adamantine 1.0.0
mod_Brass 1.0.0
mod_Bronze 1.0.0
mod_Copper 1.0.0
mod_Gold 1.0.0
mod_Iron 1.0.0
mod_Manganese 1.0.0
mod_Mithril 1.0.0
mod_Orichalcum 1.0.0
mod_Platinum 1.0.0
mod_Silver 1.0.0
mod_Steel 1.0.0
mod_Tin 1.0.0
mod_Zinc 1.0.0
mod_QuickGuide 1.0
mod_RedPowerCore 2.0pr4
mod_RedPowerLighting 2.0pr4
mod_RedPowerMachine 2.0pr4
mod_RedPowerWiring 2.0pr4
mod_RedPowerWorld 2.0pr4
mod_RuneCraftory 1.0.0
mod_SeasonCraftory 1.0.0
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 97fd09f3 --------
Generated 12/10/11 2:48 PM
Minecraft: Minecraft 1.0.0
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 320M/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.IllegalArgumentException: Unable to add block FCBlockPlanter@1b0fa62c in slot 254: Error detected. Please check your IDResolver and ModLoader logs for more information.
at yy.<init>(Block.java:219)
at FCBlockPlanter.<init>(FCBlockPlanter.java:21)
at mod_FCBetterThanWolves.InstantiateBlocksAndItems(mod_FCBetterThanWolves.java:899)
at mod_FCBetterThanWolves.load(mod_FCBetterThanWolves.java:29)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 60b74d43 ----------
Modloader
ModloaderMP
Minecraft forge
GUI API
BTW
ID resolver
any ideas?
Clicky mah sig for awesomeness
You've likely overwritten world.class (ry.class in 1.0) with a version from another mod. Doing so effectively breaks the Detector Block (as well as some other mod features).
why shouldn't they? IMO they're just trying to let flowerchild know so, if he wants to, make BTW compatible with said mod, if possible. If this was compatible with everything(which is close to impossible) then he would get a lot more fans and LOTS more downloads. I'm not necessarily complaining about compatibility, i'm just glad this mod is as good as it is now.
Clicky mah sig for awesomeness
Because this mod in no way supports compatibility with others, and will likely not do so until the official mod API comes out.
Bitching about it therefore accomplishes nothing.
And for the 100th time, popularity is not a priority for me.
P.S. With regards to your error, this mod is NOT compatible with the Forge.
oh ok thank you. you are the FIRST ethical modder i have meant. i hope the best for you and your mod.
Clicky mah sig for awesomeness
No worries man. You also appear to have a blockID conflict going on btw. Not sure what's up with that one, especially since you're using IDResolver.