Okay, backed up EVERYTHING and copied my entire .minecraft folder onto my flashdrive and updated to 1.6.4.
It is playable, and tall grass spreads.
Downside: Torches are dimmer :sad.gif:
Grass spreads SLOWWWWLLLLYYYYY
Seeds don't pop out very often
Dungeons have started to REALLY STACK (like, 6 or 7 in a row connected once)
Upside: Trees decay quicker when wood is choped out
Golden Pickaxes ACTUALLY LAST!!
Map feature isn't as... crappy as I thought it was going to be
Slimes don't seem to spawn in strips so much anymore
Water is easier to swim through (that, or flowing water doesn't affect as much, not entirely sure)
Clay seems to spawn EVERYWHERE!!!!!!!!!!
There are subtle things and changes that I've noticed: seeds are now teired, and Bone meal only works 50% of the time... or I just kept missing.
Either way, If BTW doesn't update, I wont stay updated.
Also drop a copy of your minecraft.exe into the bin folder, it must be there.
Usage is pretty straight forward, make a folder somewhere and put all the jars you want to switch between in it (Rename them so they don't overwrite each other, they can be named anything just keep the .jar)
When you have added all your jars to the list press "save" and name the txt file anything, this file is so you don't have to add them to the list over and over, each time you open McLauncher click "load" and select the text file.
You no longer need to edit the minecraft.jar in the bin folder, install all your mods to the jars in the folder you create.
When you want to run a jar highlight it (click it) and press run, thats all there is too it.
You have made a machine there can harvest trees, could you also make a machine that mine ores? It will be useful for my factory
That's a little high-tech for where the mod is at right now man. Industrial mining equipment is definitely a post-medieval concept
I made a few long posts yesterday about the directions I'll be taking this mod in the future. You might want to give them a read to get an idea of why I won't be doing this kind of thing anytime soon.
Ug...ok, thanks for the info. This is extremely awkward.
So, Notch is working on a new version as we speak (to my knowledge anyways), to fix all the bugs in 1.6.4.
Therefore, if I upgrade the mod now, not only will I need to upgrade it again to 1.6.5, but I'll also need to wait on a new release of MCP to do that.
Meanwhile, users of the mod are going to be stuck using buggy old 1.6.4 while that happens, and we'll still have people complaining that I update to the latest version of the game.
I'll look into further, but on first impressions, that sounds like an incredibly bad idea. It would mean temporarily saddling the mod to an extremely buggy release for no good reason that I can see :\
I'll look into further, but on first impressions, that sounds like an incredibly bad idea. It would mean temporarily saddling the mod to an extremely buggy release for no good reason that I can see :\
1.6.5 has been released, MCP should release fast since its most likely a small patch.
1.6.5 has been released, MCP should release fast since its most likely a small patch.
Yeah, I just found that out by getting kick/banned from the MCP IRC channel for what I thought was a question about the general update process to fractional releases of Minecraft, which was interpreted instead as an ETA question about the next release of MCP because 1.6.5 had come out
Sigh...those guys have a VERY itchy trigger finger on the kick button
Yeah, I just found that out by getting kick/banned from the MCP IRC channel for what I thought was a question about the general update process to fractional releases of Minecraft, which was interpreted instead as an ETA question about the next release of MCP because 1.6.5 had come out :smile.gif:
Sigh...those guys have a VERY itchy trigger finger on the kick button :smile.gif:
Yeah sleepless nights of coding and the same questions over and over will do that to you.
-
On another note my jar launcher is release ready, I posted a dl link above.
I'm planning on making the list saving automated and the inclusion of minecraft.exe in the bin unnecessary.
I have an idea: a parachute, it would reduce the fall damage while in the inventory and take damage for each block you fall through. It would be crated thus:
Where is string and is scored leather
Rollback Post to RevisionRollBack
Hey, what's that green thing? BOOOOOM... oh
GENERATION 20: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Yeah sleepless nights of coding and the same questions over and over will do that to you.
Ah...it turns out it was just a kick, not a kick/ban, and I got another one for trying to apologize for the first incident.
Hehe...no worries, you're right in that these guys get plagued by useless questions non-stop
[**** NEWS ****]
All right, I think I have an overall course of action in mind. From what I've divined from the chat going on on the MCP channel, it *looks* like their update to 1.6.5 won't take very long at all.
So, what I plan to do is work today on separating the Block Dispenser code from the regular Dispenser (because of the changes that were made to the latter class), and start updating to 1.6.5 soon as the new version of MCP comes out.
If some of you could give me impressions on the overall stability of 1.6.5, I'd very much appreciate that.
No worse than 1.6.4, however, I have noticed that there are some issues with seeds.
I tend to leave seeds random as it is. ILIKPAN is one of the few (that I both love and have found) that work really well, you just don't spwawn in EXACTLY the same spot. maybe a 100 block radius?
all in all, its pretty stable, no worse than 1.5 was
No worse than 1.6.4, however, I have noticed that there are some issues with seeds.
I tend to leave seeds random as it is. ILIKPAN is one of the few (that I both love and have found) that work really well, you just don't spwawn in EXACTLY the same spot. maybe a 100 block radius?
all in all, its pretty stable, no worse than 1.5 was
Yeah, I dunno man. Looking at the Minecraft Wiki, it looks like Notch managed to introduce a bunch more bugs with this version as well, which means there'll probably be YET ANOTHER version coming shortly. I suspect he just rushed through this one to get back to his weekend.
I'm really not super-keen on updating the mod to 1.6.5 at the moment, if I'm just going to have to do it again on Monday.
1.6.5 has been stable for me its as stable as 1.5 i haven't had any bugs... Thats just me...
Yeah, it looks pretty stable for SSP, but it looks like SMP is still experiencing crash-bugs and such.
I'm not really worried about the stability of the mod if I port it to 1.6.5 as a result. What I'm worried about is that because of all the SMP issues, there will likely be another update come Monday, in which case I'll have to port it all over again
Anyways, it's a moot-point at present because there's not a version of MCP out yet for 1.6.5, but I suspect there probably will be one before the end of the day, at which point I'll have a tough choice to make.
I know you are not willing to provide the mod split apart into it individual features, but would you be willing to provide instruction on how I can manually remove one or more features?
Basically I was planning to replace your light block with djoslin's GlassLight (already in my world), your rope with djoslin's rope (texture & recipe). Since djoslin's rope uses string instead of hemp I can get plenty from my existing cotton farm (Xie's Farming Mod). However djoslin's rope logic has always felt weird to me and I prefer the logic behind yours (anchor).
Edit: It'll be on my head for tweaking your mod so I won't ask that you fix my mistakes in attempting to merge it with others.
Quote
Any request to break the mod into separate mods. Maintaining and updating a single mod is a huge amount of work to begin with, and takes me away from developing new features. As such, I'd much rather have cool new stuff in the mod than a bunch of separate ones. This also ensures that each new feature in this mod is aware of and compatible with every other feature present. They are designed to work as a unified whole, and as a systematic extension of the way the base-game functions.
I'm not asking to have the features removed. I asked if I could get direction on how to remove the features and that if I jack it up I would deal with it on my on. Admittedly I could decompile and figure it out, but it is sometimes better to ask first.
It is playable, and tall grass spreads.
Downside: Torches are dimmer :sad.gif:
Grass spreads SLOWWWWLLLLYYYYY
Seeds don't pop out very often
Dungeons have started to REALLY STACK (like, 6 or 7 in a row connected once)
Upside: Trees decay quicker when wood is choped out
Golden Pickaxes ACTUALLY LAST!!
Map feature isn't as... crappy as I thought it was going to be
Slimes don't seem to spawn in strips so much anymore
Water is easier to swim through (that, or flowing water doesn't affect as much, not entirely sure)
Clay seems to spawn EVERYWHERE!!!!!!!!!!
There are subtle things and changes that I've noticed: seeds are now teired, and Bone meal only works 50% of the time... or I just kept missing.
Either way, If BTW doesn't update, I wont stay updated.
@EvolutionZero I WILL!!!!!!
http://dl.dropbox.com/u/11903425/McLauncher/McLauncher.exe
Also drop a copy of your minecraft.exe into the bin folder, it must be there.
Usage is pretty straight forward, make a folder somewhere and put all the jars you want to switch between in it (Rename them so they don't overwrite each other, they can be named anything just keep the .jar)
When you have added all your jars to the list press "save" and name the txt file anything, this file is so you don't have to add them to the list over and over, each time you open McLauncher click "load" and select the text file.
You no longer need to edit the minecraft.jar in the bin folder, install all your mods to the jars in the folder you create.
When you want to run a jar highlight it (click it) and press run, thats all there is too it.
That's a little high-tech for where the mod is at right now man. Industrial mining equipment is definitely a post-medieval concept
I made a few long posts yesterday about the directions I'll be taking this mod in the future. You might want to give them a read to get an idea of why I won't be doing this kind of thing anytime soon.
Ug...ok, thanks for the info. This is extremely awkward.
So, Notch is working on a new version as we speak (to my knowledge anyways), to fix all the bugs in 1.6.4.
Therefore, if I upgrade the mod now, not only will I need to upgrade it again to 1.6.5, but I'll also need to wait on a new release of MCP to do that.
Meanwhile, users of the mod are going to be stuck using buggy old 1.6.4 while that happens, and we'll still have people complaining that I update to the latest version of the game.
I'll look into further, but on first impressions, that sounds like an incredibly bad idea. It would mean temporarily saddling the mod to an extremely buggy release for no good reason that I can see :\
1.6.5 has been released, MCP should release fast since its most likely a small patch.
Yeah, I just found that out by getting kick/banned from the MCP IRC channel for what I thought was a question about the general update process to fractional releases of Minecraft, which was interpreted instead as an ETA question about the next release of MCP because 1.6.5 had come out
Sigh...those guys have a VERY itchy trigger finger on the kick button
Yeah sleepless nights of coding and the same questions over and over will do that to you.
-
On another note my jar launcher is release ready, I posted a dl link above.
I'm planning on making the list saving automated and the inclusion of minecraft.exe in the bin unnecessary.
But thats another day.
Where is string and is scored leather
GENERATION 20: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Ah...it turns out it was just a kick, not a kick/ban, and I got another one for trying to apologize for the first incident.
Hehe...no worries, you're right in that these guys get plagued by useless questions non-stop
[**** NEWS ****]
All right, I think I have an overall course of action in mind. From what I've divined from the chat going on on the MCP channel, it *looks* like their update to 1.6.5 won't take very long at all.
So, what I plan to do is work today on separating the Block Dispenser code from the regular Dispenser (because of the changes that were made to the latter class), and start updating to 1.6.5 soon as the new version of MCP comes out.
If some of you could give me impressions on the overall stability of 1.6.5, I'd very much appreciate that.
Hehe...thanks man. Any word on it?
No worse than 1.6.4, however, I have noticed that there are some issues with seeds.
I tend to leave seeds random as it is. ILIKPAN is one of the few (that I both love and have found) that work really well, you just don't spwawn in EXACTLY the same spot. maybe a 100 block radius?
all in all, its pretty stable, no worse than 1.5 was
Yeah, I dunno man. Looking at the Minecraft Wiki, it looks like Notch managed to introduce a bunch more bugs with this version as well, which means there'll probably be YET ANOTHER version coming shortly. I suspect he just rushed through this one to get back to his weekend.
I'm really not super-keen on updating the mod to 1.6.5 at the moment, if I'm just going to have to do it again on Monday.
Yeah, it looks pretty stable for SSP, but it looks like SMP is still experiencing crash-bugs and such.
I'm not really worried about the stability of the mod if I port it to 1.6.5 as a result. What I'm worried about is that because of all the SMP issues, there will likely be another update come Monday, in which case I'll have to port it all over again
Anyways, it's a moot-point at present because there's not a version of MCP out yet for 1.6.5, but I suspect there probably will be one before the end of the day, at which point I'll have a tough choice to make.
Nah, sorry man. I will make that decision based on what is good for the mod, not what is good for a single player.
Basically I was planning to replace your light block with djoslin's GlassLight (already in my world), your rope with djoslin's rope (texture & recipe). Since djoslin's rope uses string instead of hemp I can get plenty from my existing cotton farm (Xie's Farming Mod). However djoslin's rope logic has always felt weird to me and I prefer the logic behind yours (anchor).
Edit: It'll be on my head for tweaking your mod so I won't ask that you fix my mistakes in attempting to merge it with others.
I'm not asking to have the features removed. I asked if I could get direction on how to remove the features and that if I jack it up I would deal with it on my on. Admittedly I could decompile and figure it out, but it is sometimes better to ask first.