I love condensed potions, but I'm running into a problem getting v. 1.0.3 to work for MC1.5.1. it doesnt crash the game, but it doesnt show up in the mods list either. i open the zip and commonproxy.class says there are 0 packed and trying to look at it kicks back a corupted file error with notepad (yes i realize that i cant edit/see anything with notepad ecept a bunch of jumbled code. but usually i can at least see that). i noticed the same with v. 1.0.2, which doesnt work either... And thats with a clean .jar with just forge instaled.
The camera mod and Sign/Book Formatting are the key ones I use.
Forge may be easy... but to many people will get the first forge build for one mc version.. and thats it, if forge puts out another update for the same mc version, not everyone updates, or even is aware of it.. and then those that do use the update, their mods may, or may not work with those still using the last build... so it makes a modding mess.
I mean come on, for 1.5.1 theres already 11 builds of Forge! I mean come on! So any one mod could be using any one of those builds, and those mods may or may not work with other mods that may use another build.
You see how forge can make modding easy,. but also an extream nightmare? Why I like modloader better, one version, for one mc version. Not freaking 11, or gods.. just count how many there are for normal 1.5.
I'm pretty sure Third Person Camera is going to become a Forge coremod. It might be different if I didn't need a separate Optifine version, but as it is, making an Optifine version is worse than making a vanilla version (due to decompilation discrepancies).
Do you remember how I didn't update in 1.2.5? I wasn't really playing Minecraft at the time, and since it took a good bit of time to update them all (most were ModLoader/jar mods at the time), I just didn't bother.
Now, for 1.5, most/all of my Forge mods were updated in just a few days (technically sooner, but I hadn't uploaded them yet). Why? Because* all I have to do (assuming no major changes happen, but those would affect ModLoader/jar mods too) is copy+paste a few files, run a few scripts, and upload them to my website. And* it's even better with the version-independent obfuscation.
I wish you would give Forge another try (maybe with Optifine for the lag? I recently tried it and after tweaking the settings it helped a lot), but I'll try to keep Sign/Book Formatting a jar mod anyways. I probably won't add any new features that need editing more class files (which I have a few ideas thanks to talking to sounnikoura on Youtube) unless I make it a Forge mod. Especially since I have a semi-working coremod version sitting in MCP.
I just wanted to say, I ADORE your Survival Wings mod. This is the kind of flying mod that I have been looking for for the longest time. There have been flying mods in the past, but very few that incorporated flying with "wing" items, and absolutely none (that I have been able to find, at least) that incorporate equipable wing items--which is what I was always looking for personally because the character that I play as has wings. Therefore, I always wanted a wings/flying mod for the fact that it made sense given my character, not because it was a cheat that I wanted (although the usefulness aspect of the mod is certainly a huge plus xD). That being said, I also love this mod because it doesn't feel like a cheat--you have to earn your wings, so to speak
If I may, I'd like to suggest the ability to color the wings using dyes, as that would make the wings fully customizable (or as close to it as one can get without editing the textures oneself). It would also be useful to be able to recolor already dyed wings, just in case you change your mind and want a different color one day.
The only problem that I seem to have is that apparently the texture for the wings item is missing:
I kind of skimmed through to see if anyone else had this problem, and apparently someone else did, but for an older version that has apparently been fixed (I'm using the latest version for MC 1.5.1). I'm not sure if anyone else is having this problem with the new version or if that's just me, but I thought I'd pop in and ask.
Fixed now. Download 1.1.3.
(Why did it work fine in MCP but not normal MC? Okay, I know why, but it's still confusing.)
I love condensed potions, but I'm running into a problem getting v. 1.0.3 to work for MC1.5.1. it doesnt crash the game, but it doesnt show up in the mods list either. i open the zip and commonproxy.class says there are 0 packed and trying to look at it kicks back a corupted file error with notepad (yes i realize that i cant edit/see anything with notepad ecept a bunch of jumbled code. but usually i can at least see that). i noticed the same with v. 1.0.2, which doesnt work either... And thats with a clean .jar with just forge instaled.
Oops, problem in one of my tools. It was actually a problem in one of its dependencies, but regardless, it's fixed now.
I found one more bug, which I should have thought to check when my made my last post, but I didn't x.x' Sorry! Apparently, the texture for the wings when equipped is missing/invisible too:
Thanks again for the wonderful mod, and sorry again for not checking this one sooner.
I found one more bug, which I should have thought to check when my made my last post, but I didn't x.x' Sorry! Apparently, the texture for the wings when equipped is missing/invisible too:
Thanks again for the wonderful mod, and sorry again for not checking this one sooner.
Yeah, I know about that one. That's because I'm too lazy to use RenderPlayerAPI like I used to. I'm pretty much waiting on Forge to add custom armor rendering to reimplement that.
Just an image of the mod I've been making for the Modjam thing with my brother.
I'll probably release it sometime after the event is done (I still have some work to do). Most likely, more will be added to the mod afterwards as well.
Yeah, I know about that one. That's because I'm too lazy to use RenderPlayerAPI like I used to. I'm pretty much waiting on Forge to add custom armor rendering to reimplement that.
I was planning on working on that mod today anyways. I'm going to make it act as I originally wanted - they lose durability as you use it.
I'm thinking that it will be 0.5 (EDIT: a little more) durability per block above the ground per second. Of course, I'm going to buff up the durability amounts a lot.
The old way will still be available from the config file. It will default to the new method though (since it should be more balanced :P).
Request:
For your Sign/Book Formatting mod.
Can you add away to edit the author as well when you sign a book? I really hate having to close down minecraft and use a 3rd party program just to change the author of a book. .
Plus pehaps away to edit signed books as well? It would make for some nice map making tools.
Sorry if other people allready wrote this, cuz I havent read all the comments, so... Can you pleez update Named Entity Labels? its awesome!!! (It says that it is just up to minecraft 1.4.6)
Request:
For your Sign/Book Formatting mod.
Can you add away to edit the author as well when you sign a book? I really hate having to close down minecraft and use a 3rd party program just to change the author of a book. .
Plus pehaps away to edit signed books as well? It would make for some nice map making tools.
Hmm, those might be doable. Editing the author when signing might even work on SMP. Editing signed books might have to edit another class file, but I'll have to investigate more (I don't remember off-hand) to know for sure.
This implements the changes I mentioned earlier about wings degrading during flight, and also re-adds the wings rendering on your back. It also makes flapping noises, similar to the Ender Dragon.
I just had a great idea. I'll make a coremod version of the jar-mods, and then save the changed classes to a file. Run it through a few tools (which I'll have to make, but it will be super simple :P) and I have a no-Forge version!
And if I haven't updated the "official" download yet, people can install the Forge version, change something in the config file, run the tool, and get the jar-mod version for themselves. The only problem is that it will promote more laziness on my part, but I can just make more automation for that.
This will likely only be for Sign/Book Formatting and Named Entity Labels, since it should fix the Optifine issues with Third Person Camera.
(In other words, Taiine and I can both have our cakes and eat it too.)
Just downloaded the most recent version of the everlasting tools mod. Looks to be pretty cool, but every time I go to set up, I keep getting a message that the CommonProxy.class file is corrupt (and thus can't be loaded, creating a NoClassDefFoundError when the .jar tries to load). I've tried downloading the .zip again, and keep getting the same issue.
I've got Forge installed and everything that I should; it's just a corrupt file thing. Anyhow, is there any way that you could either a) repost the .zip with a non-corrupt version of the CommonProxy.class file or b ) just post the non-corrupt version of CommonProxy.class?
Thanks!
Edit: I'm getting the same issue for all your mods that I picked up... corrupt CommonProxy.class in each of them.
For the time being I'd be happy with away to edit the author of books. xD Been on a big kicker with updating my adventure map but having to make books one by one, have the one in my hand, save, exit minecraft, load up NBTedit, edit the author, save, close, reopen minecraft.. place book away, pick up another.. exit minecraft.. etc etc etc for every freaking book is such an annoying time sink... I'd rather just edit in game and be done.
also to edit signed books.. perhaps just a quick button when reading one that turns it back into a book and quill? You can easy do that with NBTEDIT.. but still.. thats a 3rd party program.. and.. blawelkfblaerjkgwergvsrt
At this point I'd even settle with forge.. just wish it would freaking stop putting out a new build just about every DAY now.. and having forge mobs break because their build is -two DAYS old-
no joke. updated forge, updated mods.. three of them break when used with others just due to the build of forge they used was TWO FREAKING DAYS OLD >
Just downloaded the most recent version of the everlasting tools mod. Looks to be pretty cool, but every time I go to set up, I keep getting a message that the CommonProxy.class file is corrupt (and thus can't be loaded, creating a NoClassDefFoundError when the .jar tries to load). I've tried downloading the .zip again, and keep getting the same issue.
I've got Forge installed and everything that I should; it's just a corrupt file thing. Anyhow, is there any way that you could either a) repost the .zip with a non-corrupt version of the CommonProxy.class file or b ) just post the non-corrupt version of CommonProxy.class?
Thanks!
Edit: I'm getting the same issue for all your mods that I picked up... corrupt CommonProxy.class in each of them.
That's very strange. For Minecraft 1.5? If so, could you re-upload them somewhere for me to take a look at? There might be another problem with my mod packager.
I just downloaded three of them (Sign/Book Formatting 2.1, Survival Wings 1.2, Everlasting Tools 1.0.1) for 1.5 and they extracted fine. Some of the 1.4 versions might be messed up...
For the time being I'd be happy with away to edit the author of books. xD Been on a big kicker with updating my adventure map but having to make books one by one, have the one in my hand, save, exit minecraft, load up NBTedit, edit the author, save, close, reopen minecraft.. place book away, pick up another.. exit minecraft.. etc etc etc for every freaking book is such an annoying time sink... I'd rather just edit in game and be done.
also to edit signed books.. perhaps just a quick button when reading one that turns it back into a book and quill? You can easy do that with NBTEDIT.. but still.. thats a 3rd party program.. and.. blawelkfblaerjkgwergvsrt
At this point I'd even settle with forge.. just wish it would freaking stop putting out a new build just about every DAY now.. and having forge mobs break because their build is -two DAYS old-
no joke. updated forge, updated mods.. three of them break when used with others just due to the build of forge they used was TWO FREAKING DAYS OLD >
It looks like both would be possible on SMP even, but I'm not sure how I feel about editing authors in SMP... I'll probably just add a check for that.
That's very strange. For Minecraft 1.5? If so, could you re-upload them somewhere for me to take a look at? There might be another problem with my mod packager.
I just downloaded three of them (Sign/Book Formatting 2.1, Survival Wings 1.2, Everlasting Tools 1.0.1) for 1.5 and they extracted fine. Some of the 1.4 versions might be messed up...
It looks like both would be possible on SMP even, but I'm not sure how I feel about editing authors in SMP... I'll probably just add a check for that.
Yeah, that's fine.
Thanks. I'll make sure to link you the videos when I go over them.
With how Mob Spawners have become so customizable and having so many use's now (just look at Hypixel's maps) it would be nice if we could have a mod that could also disable/enable them for testing reasons.
Say for example, we have a spawner thats set up with a custom 'player detect range' that is designed to spawn a villager with 0 HP onto a pressure plate that triggers redstone that in turn triggers a command block, for say story dialog. Now the redstone is going to be set up so it only goes off once, so avoide message spam as more villagers spawn.
So it would be nice if at a press of a button, we could turn on and off all spawners. So we can come in, test, then disable, reset the redstone and move on.
Right now for say my map, I'm having to make some long redstone lines to reach outside the spawners range to reset the redstone for testing.. and seeing how some of the spawners can be either 2 blocks detection, up to 50 for some (for example have a command block trigger a blindness effect on the player while they roam around a room so long ad there in 'range' of a spawner spawning mobs onto redstone thats updating the command block to refresh the effect)
Now I have already found such a mod.. but it's only for this.. JML thing that is like another odd version of modloader and such... So it would be really nice to have something like this that ya know.. everyone can use.. not just people whom use this jml thing and thus, no other mods. http://hypixel.net/threads/mod-jml-mapmaking-stopspawners-stop-spawners.581/
oh.. and think you also need their own in game nbt edit to use it as well..
ehh..
I'm pretty sure Third Person Camera is going to become a Forge coremod. It might be different if I didn't need a separate Optifine version, but as it is, making an Optifine version is worse than making a vanilla version (due to decompilation discrepancies).
Do you remember how I didn't update in 1.2.5? I wasn't really playing Minecraft at the time, and since it took a good bit of time to update them all (most were ModLoader/jar mods at the time), I just didn't bother.
Now, for 1.5, most/all of my Forge mods were updated in just a few days (technically sooner, but I hadn't uploaded them yet). Why? Because* all I have to do (assuming no major changes happen, but those would affect ModLoader/jar mods too) is copy+paste a few files, run a few scripts, and upload them to my website. And* it's even better with the version-independent obfuscation.
I wish you would give Forge another try (maybe with Optifine for the lag? I recently tried it and after tweaking the settings it helped a lot), but I'll try to keep Sign/Book Formatting a jar mod anyways. I probably won't add any new features that need editing more class files (which I have a few ideas thanks to talking to sounnikoura on Youtube) unless I make it a Forge mod. Especially since I have a semi-working coremod version sitting in MCP.
(* Improper grammer, I know :P)
Fixed now. Download 1.1.3.
(Why did it work fine in MCP but not normal MC? Okay, I know why, but it's still confusing.)
Oops, problem in one of my tools. It was actually a problem in one of its dependencies, but regardless, it's fixed now.
Thank you, that works beautifully!
I found one more bug, which I should have thought to check when my made my last post, but I didn't x.x' Sorry! Apparently, the texture for the wings when equipped is missing/invisible too:
Thanks again for the wonderful mod, and sorry again for not checking this one sooner.
Yeah, I know about that one. That's because I'm too lazy to use RenderPlayerAPI like I used to. I'm pretty much waiting on Forge to add custom armor rendering to reimplement that.
I'll probably release it sometime after the event is done (I still have some work to do). Most likely, more will be added to the mod afterwards as well.
Guess I can't wait on this anymore.
I was planning on working on that mod today anyways. I'm going to make it act as I originally wanted - they lose durability as you use it.
I'm thinking that it will be 0.5 (EDIT: a little more) durability per block above the ground per second. Of course, I'm going to buff up the durability amounts a lot.
The old way will still be available from the config file. It will default to the new method though (since it should be more balanced :P).
For your Sign/Book Formatting mod.
Can you add away to edit the author as well when you sign a book? I really hate having to close down minecraft and use a 3rd party program just to change the author of a book. .
Plus pehaps away to edit signed books as well? It would make for some nice map making tools.
Done. Sorry it took long.
Hmm, those might be doable. Editing the author when signing might even work on SMP. Editing signed books might have to edit another class file, but I'll have to investigate more (I don't remember off-hand) to know for sure.
This implements the changes I mentioned earlier about wings degrading during flight, and also re-adds the wings rendering on your back. It also makes flapping noises, similar to the Ender Dragon.
And if I haven't updated the "official" download yet, people can install the Forge version, change something in the config file, run the tool, and get the jar-mod version for themselves. The only problem is that it will promote more laziness on my part, but I can just make more automation for that.
This will likely only be for Sign/Book Formatting and Named Entity Labels, since it should fix the Optifine issues with Third Person Camera.
(In other words, Taiine and I can both have our cakes and eat it too.)
I've got Forge installed and everything that I should; it's just a corrupt file thing. Anyhow, is there any way that you could either a) repost the .zip with a non-corrupt version of the CommonProxy.class file or b ) just post the non-corrupt version of CommonProxy.class?
Thanks!
Edit: I'm getting the same issue for all your mods that I picked up... corrupt CommonProxy.class in each of them.
also to edit signed books.. perhaps just a quick button when reading one that turns it back into a book and quill? You can easy do that with NBTEDIT.. but still.. thats a 3rd party program.. and.. blawelkfblaerjkgwergvsrt
At this point I'd even settle with forge.. just wish it would freaking stop putting out a new build just about every DAY now.. and having forge mobs break because their build is -two DAYS old-
no joke. updated forge, updated mods.. three of them break when used with others just due to the build of forge they used was TWO FREAKING DAYS OLD >
http://www.youtube.c...fyKirbyOfficial
Come to my youtube page! I am doing a lets play and mod reviews of WIP/small mods! =)
That's very strange. For Minecraft 1.5? If so, could you re-upload them somewhere for me to take a look at? There might be another problem with my mod packager.
I just downloaded three of them (Sign/Book Formatting 2.1, Survival Wings 1.2, Everlasting Tools 1.0.1) for 1.5 and they extracted fine. Some of the 1.4 versions might be messed up...
It looks like both would be possible on SMP even, but I'm not sure how I feel about editing authors in SMP... I'll probably just add a check for that.
Yeah, that's fine.
Thanks. I'll make sure to link you the videos when I go over them.
http://www.youtube.c...fyKirbyOfficial
Come to my youtube page! I am doing a lets play and mod reviews of WIP/small mods! =)
Fixed.
Thank you! great mod
Enable/Disable Spawners
With how Mob Spawners have become so customizable and having so many use's now (just look at Hypixel's maps) it would be nice if we could have a mod that could also disable/enable them for testing reasons.
Say for example, we have a spawner thats set up with a custom 'player detect range' that is designed to spawn a villager with 0 HP onto a pressure plate that triggers redstone that in turn triggers a command block, for say story dialog. Now the redstone is going to be set up so it only goes off once, so avoide message spam as more villagers spawn.
So it would be nice if at a press of a button, we could turn on and off all spawners. So we can come in, test, then disable, reset the redstone and move on.
Right now for say my map, I'm having to make some long redstone lines to reach outside the spawners range to reset the redstone for testing.. and seeing how some of the spawners can be either 2 blocks detection, up to 50 for some (for example have a command block trigger a blindness effect on the player while they roam around a room so long ad there in 'range' of a spawner spawning mobs onto redstone thats updating the command block to refresh the effect)
Now I have already found such a mod.. but it's only for this.. JML thing that is like another odd version of modloader and such... So it would be really nice to have something like this that ya know.. everyone can use.. not just people whom use this jml thing and thus, no other mods.
http://hypixel.net/threads/mod-jml-mapmaking-stopspawners-stop-spawners.581/
oh.. and think you also need their own in game nbt edit to use it as well..
ehh..