Well, either you changed the settings to something stupid or you are having an incompatibility with some other mod.
Anyway, you didn't gave me the log or enough details to begin working on this.
Oh, and it is not a loop.
The original 50MB log was of course overwritten since I originally reported this game-stopping bug, but by using the same combination of 0.1.3 and the current release of the template pack, I was able to recreate the behavior, this time with no mods but Forge and Formivore active, so a mod conflict is ruled out. One town generated before the endless chunk check kicked in, and it had no water in its gardens, so that is also ruled out as a conflict with another mod. The loop began at a later point when I had moved away from the generated town, and there was no evidence of another city trying to generate at the time this started.
There's the log of the event. Note that the behavior is correctly noted as starting at 21:53:24, and despite the timestamps only reaching about 21:53:55, the final lines were logged at 21:59, which is where I terminated Minecraft.
Given I can reliably trigger this behavior with the specific combination of using 0.1.3 and the latest template pack, and that other mods have been ruled out as conflicting factors, the most reasonable conclusion is that there is a flaw in the code in this release. I can use the current template pack with 0.1.2 without problem, or I can use 0.1.3 with an older template pack and no problem. This is a very specific problem. Whether or not it's connected to the absent template elements I have no way to prove or not. That much though I would strongly suspect to be a side effect of whatever you changed to make the cities generate smoothly, because those two things perfectly coincide.
But maybe you'll stumble upon the solution while you've investigating "anyway."
Still unable to reproduce your lock-freezed game with the forge you used ( 7.8.0.732) formivore 0.1.3 and default templates.
Not a good idea to do this:
Quote from log »
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_bspkrsCore which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod extendedWorkbench which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_TabbyChat which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_EnchantViewClient which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_EnchantViewServer which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod Taigore_InventorySaver which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod QuiverMod which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_ThebombzenAPI which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod mod_ReiMinimap which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod TreeCapitator which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod EnhancedCore which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod TwilightForest which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod EP2 which appears to be missing, things may not work well
2013-06-28 21:49:33 [INFO] [fml.ModTracker] This world was saved with mod CARuins version 0.1.2 and it is now at version 0.1.3, things may not work well
2013-06-28 21:49:33 [INFO] [fml.ModTracker] This world was saved with mod GreatWallMod version 0.1.2 and it is now at version 0.1.3, things may not work well
2013-06-28 21:49:33 [INFO] [fml.ModTracker] This world was saved with mod WalledCityMod version 0.1.2 and it is now at version 0.1.3, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod Highlands which appears to be missing, things may not work well
2013-06-28 21:49:33 [SEVERE] [fml.ModTracker] This world was saved with mod inventorytweaks which appears to be missing, things may not work well
Especially for TwilightForest and Highlands, which both affect generation.
Also noticed:
"city test elevated flat map"
***** Building UndergroundMossyCoblestoneCity.tml city with 636 hollows at (2866,150,-135). ******
Underground cities aren't supposed to generate in a flat world, since there isn't enough place underground.
How did you generate this world ?
I can confirm water not being generated though.
Wrong, this is just the same rendering bug as always.
I used a superflat world customized to put the ground level higher to get maximum valid space for cities to form and have room to include underground structures like the maze and the battle basements that would otherwise be skipped. It's useful for testing since I don't have to go searching for spots that a city can generate on. Highlands and Twilight may have been running when the map was initially generated, but neither affected its generation, else I wouldn't have just turned them off.
The water and other things aren't the same rendering bug, or else I could force block updates to make them appear, or leave and re-enter an area. That was the very first thing I tried before ever reporting the bug. Take the large wells as an example, the ones that have a chest or spawner in the open chamber at the bottom. The water doesn't place, and the surface-level block doesn't get cleared from the opening, so be it grass, dirt, stone, etc. it looks from the top like the well has been filled in. But dig past that and the hollow chamber is still below, just all the water is missing. Glowstone on lampposts is gone and can't be block-updated in, and where it should be in battle basements there's just a block of whatever ground material had to be cut through to form the space. It's probably the same for where the lava would be in the bottom of the maze dungeon, but I don't remember how far down the floor is supposed to be from the chests to know if it's a block off.
Hey GotoLink,
I want to try out this mod http://www.minecraft...tes-unofficial/
made by Paraknight
but the mod is dead because he stopped supporting it... http://adf.ly/54pai "You don't need permission to mess around with my code; it's completely open-source as long as you don't make money off of it and give credit where credit is due"
Can you update it ?
Please and thank you!
PS I'd love for it to be updated to 1.5.2 not 1.6 because then I can use it! (I have alot of 1.5.2 mods so I won't be updating)...
Hello GotoLink,
I enjoyed this mod named Trading Mod...
Made by xkyouchoux...
The mod is dead because he isn't alive for the last 4 months...
The source... well I can't find one.
Can you update it ?
Please and thank you
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
I tried to download the PChan3 mod for Steamships, but Kaspersky virus protection blocked it saying:
object is infected by HEUR:Exploit.Script.Blocker.U
I am having issues with controlling Airships (from Pchan3's Mod). I can create/craft the Airship just fine, board it, and access the interface to load arrows and fuel. Steering is done with the "WASD" keys (the instructions mention the arrow keys). The problem I am having is ascending (Spacebar), descending (Left-Shift), and firing arrows (Control). None of these appear to be working. Could you please take a peek at this?
In case it matters, I am using version 0.6 in Minecraft 1.5.2 (with Forge binary 7.8.1.737, Java 6 update 45, on a Macbook Air with Windows 7).
I used a superflat world customized to put the ground level higher to get maximum valid space for cities to form and have room to include underground structures like the maze and the battle basements that would otherwise be skipped. It's useful for testing since I don't have to go searching for spots that a city can generate on. Highlands and Twilight may have been running when the map was initially generated, but neither affected its generation, else I wouldn't have just turned them off.
The water and other things aren't the same rendering bug, or else I could force block updates to make them appear, or leave and re-enter an area. That was the very first thing I tried before ever reporting the bug. Take the large wells as an example, the ones that have a chest or spawner in the open chamber at the bottom. The water doesn't place, and the surface-level block doesn't get cleared from the opening, so be it grass, dirt, stone, etc. it looks from the top like the well has been filled in. But dig past that and the hollow chamber is still below, just all the water is missing. Glowstone on lampposts is gone and can't be block-updated in, and where it should be in battle basements there's just a block of whatever ground material had to be cut through to form the space. It's probably the same for where the lava would be in the bottom of the maze dungeon, but I don't remember how far down the floor is supposed to be from the chests to know if it's a block off.
Care to describe precisely how you made that world ?
Because if you have uncommon blocks instead of dirt and stone, the mod is going to get confused.
As for the water and other blocks, I won't upload a fix right now, but I only have rare render/metadata issues.
Hey GotoLink,
I want to try out this mod http://www.minecraft...tes-unofficial/
made by Paraknight
but the mod is dead because he stopped supporting it... http://adf.ly/54pai "You don't need permission to mess around with my code; it's completely open-source as long as you don't make money off of it and give credit where credit is due"
Can you update it ?
Please and thank you!
PS I'd love for it to be updated to 1.5.2 not 1.6 because then I can use it! (I have alot of 1.5.2 mods so I won't be updating)...
Added to the requested list.
I don't know when I will begin working on it, so we'll see about minecraft version in due time
Hello GotoLink,
I enjoyed this mod named Trading Mod...
Made by xkyouchoux...
The mod is dead because he isn't alive for the last 4 months...
The source... well I can't find one.
Can you update it ?
Please and thank you
Sources are provided with the mod.
But author copyright prevents me from doing anything public without written consent.
Ask the author.
I tried to download the PChan3 mod for Steamships, but Kaspersky virus protection blocked it saying:
object is infected by HEUR:Exploit.Script.Blocker.U
If you are downloading from my links, this shouldn't happen. Was it Mediafire or Dropbox ?
I am having issues with controlling Airships (from Pchan3's Mod). I can create/craft the Airship just fine, board it, and access the interface to load arrows and fuel. Steering is done with the "WASD" keys (the instructions mention the arrow keys). The problem I am having is ascending (Spacebar), descending (Left-Shift), and firing arrows (Control). None of these appear to be working. Could you please take a peek at this?
In case it matters, I am using version 0.6 in Minecraft 1.5.2 (with Forge binary 7.8.1.737, Java 6 update 45, on a Macbook Air with Windows 7).
Care to describe precisely how you made that world ?
Because if you have uncommon blocks instead of dirt and stone, the mod is going to get confused.
As for the water and other blocks, I won't upload a fix right now, but I only have rare render/metadata issues.
Tunneler's Dream preset, which consists of bedrock, stone, dirt, and grass. I only changed the number of stone layers so the surface would be low enough to keep the buildings under the height limit. Like I said, the same behaviors all occur in a normal map generation too, and I use the flat world for ease of testing.
Hey Gotolink can I ask that you put this mod request I have ahead of the tv mod I requested??? (sorry I forgot about this and it is WAY more important to me than that lol as this affects ALL the mods I have installed)... thanks
Yeah so basically this mod here is dead: http://www.minecraft...e-conflicts-03/
and it is made by stimmedcow .
The mod is dead because he stopped supporting it...
Here is the download link: http://205.196.123.1...licts (0.3).zip and here is a quote giving anyone rights to modify it:"For any other use (decompiling, editing for compatibility, improvements, including in a mod pack, etc...), all I ask is that you please give credit where credit is due and follow #1. As long as you don't misrepresent my original work, you are free to do with it as you need."
Can you please update it to MC 1.5.2 version???
Please and thank you it really means a lot to me!
Oh yeah and a quick explanation is that this mod allows the user to have conflicting recipes that use the exact same recipe! All you do is click the left or right arrow keys to switch between recipes that use the same recipe... This should work for furnaces, crafting table, quick crafting, brewing, and any mods that add in other ways to make stuff... eg. Macerator. Thank you for your time.
EDIT:
Oh yeah I probably should have explained how a furnace would work lol... Okay so you don't put in any fuel but you put in the ingredient you are going to smelt. Then all you do is click the left or right arrows and it will temporarily for a second show what the output will be. Once the chosen output is selected you put in a fuel. If the output slot is already taken (whether there is a fuel or not) then the output cannot be changed until or course you remove the old output. If a fuel is present and there is no output yet then you can switch until of course an output is made and you can switch no more until it is removed!
Lastly these arrows should be either or both the keyboard arrows left and right OR actual arrows on each crafting/furnace screen that you click.
Hey Gotolink can I ask that you put this mod request I have ahead of the tv mod I requested??? (sorry I forgot about this and it is WAY more important to me than that lol as this affects ALL the mods I have installed)... thanks
Yeah so basically this mod here is dead: http://www.minecraft...e-conflicts-03/
and it is made by stimmedcow .
The mod is dead because he stopped supporting it...
Here is the download link: http://205.196.123.1...licts (0.3).zip and here is a quote giving anyone rights to modify it:"For any other use (decompiling, editing for compatibility, improvements, including in a mod pack, etc...), all I ask is that you please give credit where credit is due and follow #1. As long as you don't misrepresent my original work, you are free to do with it as you need."
Can you please update it to MC 1.5.2 version???
Please and thank you it really means a lot to me!
Oh yeah and a quick explanation is that this mod allows the user to have conflicting recipes that use the exact same recipe! All you do is click the left or right arrow keys to switch between recipes that use the same recipe... This should work for furnaces, crafting table, quick crafting, brewing, and any mods that add in other ways to make stuff... eg. Macerator. Thank you for your time.
The mod I have never heard of and have been waiting for all of my life
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Hey Gotolink can I ask that you put this mod request I have ahead of the tv mod I requested??? (sorry I forgot about this and it is WAY more important to me than that lol as this affects ALL the mods I have installed)... thanks
Yeah so basically this mod here is dead: http://www.minecraft...e-conflicts-03/
and it is made by stimmedcow .
The mod is dead because he stopped supporting it...
Here is the download link: http://205.196.123.1...licts (0.3).zip and here is a quote giving anyone rights to modify it:"For any other use (decompiling, editing for compatibility, improvements, including in a mod pack, etc...), all I ask is that you please give credit where credit is due and follow #1. As long as you don't misrepresent my original work, you are free to do with it as you need."
Can you please update it to MC 1.5.2 version???
Please and thank you it really means a lot to me!
While this request obeys to my topic rules, I won't accept it.
This mod base principle is to assume that modders are stupid and will add same recipe for a different result.
As a modder myself, I would have to disagree.
Even if it was true, it shouldn't be a modder concern to deal with someone else stupid code. This should be dealt with on the API level at least and unlike stimmedcow said, the modder won't have to use it, only the end user would.
Anyway, as a user, you should ask any modder to not have any conflicting recipe.
My advice would be for you to stop using mod from someone that does this, because if the "modder" can't change a recipe when someone ask, he is certainly a fake or dangerously stupid.
While this request obeys to my topic rules, I won't accept it.
This mod base principle is to assume that modders are stupid and will add same recipe for a different result.
As a modder myself, I would have to disagree.
Even if it was true, it shouldn't be a modder concern to deal with someone else stupid code. This should be dealt with on the API level at least and unlike stimmedcow said, the modder won't have to use it, only the end user would.
Anyway, as a user, you should ask any modder to not have any conflicting recipe.
My advice would be for you to stop using mod from someone that does this, because if the "modder" can't change a recipe when someone ask, he is certainly a fake or dangerously stupid.
Aww could you please reconsider? This isn't all the modders fault not knowing conflicts... this has to do with some mods being very similar to others ...I know this should be up to the mod author but there are just so many mods that it is very difficult to not have at least one conflict... And this mod would help mod authors a lot because then they wouldn't have to waste time researching similar mods that use the same recipes...
This mod is like the most important mod I could use right now because without it a lot of my mods are incompatible... I have a bunch of mods that add potions right (even if the whole mod isn't about potions) well these potions conflict in like 4 of my mods (found so far)... There are other recipe conflicts as well and I can't begin to tell you how limiting this is... I even found an article talking about this idea here:https://mojang.atlassian.net/browse/MCAPI-152 So yeah please reconsider... I know you don't like it but a lot of other people do and will AND it will save everyone time including yourself...
Sources are provided with the mod.
But author copyright prevents me from doing anything public without written consent.
Ask the author.
That's the problem. The author last checked in on March. I thought he was dead, so I'll pass it to you. Well, if you can't make it, at least consider my mod request, which is based on the same idea of buying and selling coins, killing entities plus some creativity I got. It doesn't have a restricting stuffs too!(since it is just an idea)
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Aww could you please reconsider? This isn't all the modders fault not knowing conflicts... this has to do with some mods being very similar to others ...I know this should be up to the mod author but there are just so many mods that it is very difficult to not have at least one conflict... And this mod would help mod authors a lot because then they wouldn't have to waste time researching similar mods that use the same recipes...
This mod is like the most important mod I could use right now because without it a lot of my mods are incompatible... I have a bunch of mods that add potions right (even if the whole mod isn't about potions) well these potions conflict in like 4 of my mods (found so far)... There are other recipe conflicts as well and I can't begin to tell you how limiting this is... I even found an article talking about this idea here:https://mojang.atlas...rowse/MCAPI-152 So yeah please reconsider... I know you don't like it but a lot of other people do and will AND it will save everyone time including yourself...
Of course a modder has a right to be unaware of a mod conflict.
But the user who found it has a duty to inform him, or it didn't happen.
The modder would then be able to fix. It is far easier for him than for anyone else, especially a third party mod.
This mod idea is basically against good coding practice.
Oh and there already are mods out there that can add recipes. Like this one.
Actually, the more mods you have, the more items and the more possibility of recipe you get. Number of possible recipes grows exponentially with the growing number of items, which is why having a conflict is an error on the modder part.
Anyway, if I can set up a decompiling environment for 1.1, I might get a look at it, just for fun.
It's internal mod, so far from easy to decompile...
Hows the 1.6 update going? If you're working on it
Most mods are already working in dev version. (except those that use riding entities...movement has been killed by the horse update) Still have to test the obfuscated versions and fix entity texturing (airships and such).
That's the problem. The author last checked in on March. I thought he was dead, so I'll pass it to you. Well, if you can't make it, at least consider my mod request, which is based on the same idea of buying and selling coins, killing entities plus some creativity I got. It doesn't have a restricting stuffs too!(since it is just an idea)
Yes, my rules are tough, right ?
I could help with the creation of your mod idea, if you found a team to make it.
Of course a modder has a right to be unaware of a mod conflict.
But the user who found it has a duty to inform him, or it didn't happen.
The modder would then be able to fix. It is far easier for him than for anyone else, especially a third party mod.
This mod idea is basically against good coding practice.
Oh and there already are mods out there that can add recipes. Like this one.
Actually, the more mods you have, the more items and the more possibility of recipe you get. Number of possible recipes grows exponentially with the growing number of items, which is why having a conflict is an error on the modder part.
Anyway, if I can set up a decompiling environment for 1.1, I might get a look at it, just for fun.
It's internal mod, so far from easy to decompile...
Alright thank you! If you do please inform me if you can. I would be very greatful if you did end up making this... And yeah I know there are recipe conflict mods but that doesn't remove the original conflicting recipes and even then that might just add more conflicts if I add in another recipe... Well thank you for reconsidering.
First of all, thank you for the airship update.
In my experience, the airship still has some serious unsyncing problems in the 0.6 1.5.2 version.
No specific errors register, but on a personal server with an optimal internet connection and low load, the airship unsyncs with the client after approximately 2 minutes of close-distance flying. Like the 'known errors' list indicates, it indeed seems to be mainly a sync problem of upward/downward motion.
I think it is less noticeable in SSP for some reason...
Well the horse update killed it, so I am working on it anyway.
Note:
Bunch of updates for 1.6.2. Those were easy and thus fast checked. Please report if you find anything different between 1.5 and 1.6 versions.
Hello GotoLink,
I enjoyed the SteamCraft mod here made by Proloe.
The mod is dead because she ran out of motivation and time to continue updating.
The link to the sources is also the post where she stated her reasons for quitting.
Can you update it?
Please and thank you.
Hello GotoLink,
I enjoyed the SteamCraft mod here made by Proloe.
The mod is dead because she ran out of motivation and time to continue updating.
The link to the sources is also the post where she stated her reasons for quitting.
Can you update it?
Please and thank you.
I could help with the creation of your mod idea, if you found a team to make it.
I've found one, CCM Modding. Third(or fourth) on the ModJam list. They want to make it as a ModJam mod, and Searge doesn't give a hint about when it starts.
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
The original 50MB log was of course overwritten since I originally reported this game-stopping bug, but by using the same combination of 0.1.3 and the current release of the template pack, I was able to recreate the behavior, this time with no mods but Forge and Formivore active, so a mod conflict is ruled out. One town generated before the endless chunk check kicked in, and it had no water in its gardens, so that is also ruled out as a conflict with another mod. The loop began at a later point when I had moved away from the generated town, and there was no evidence of another city trying to generate at the time this started.
http://www.mediafire...er-client-0.zip
There's the log of the event. Note that the behavior is correctly noted as starting at 21:53:24, and despite the timestamps only reaching about 21:53:55, the final lines were logged at 21:59, which is where I terminated Minecraft.
Given I can reliably trigger this behavior with the specific combination of using 0.1.3 and the latest template pack, and that other mods have been ruled out as conflicting factors, the most reasonable conclusion is that there is a flaw in the code in this release. I can use the current template pack with 0.1.2 without problem, or I can use 0.1.3 with an older template pack and no problem. This is a very specific problem. Whether or not it's connected to the absent template elements I have no way to prove or not. That much though I would strongly suspect to be a side effect of whatever you changed to make the cities generate smoothly, because those two things perfectly coincide.
But maybe you'll stumble upon the solution while you've investigating "anyway."
Not a good idea to do this:
Especially for TwilightForest and Highlands, which both affect generation.
Also noticed:
"city test elevated flat map"
***** Building UndergroundMossyCoblestoneCity.tml city with 636 hollows at (2866,150,-135). ******
Underground cities aren't supposed to generate in a flat world, since there isn't enough place underground.
How did you generate this world ?
I can confirm water not being generated though.Wrong, this is just the same rendering bug as always.
The water and other things aren't the same rendering bug, or else I could force block updates to make them appear, or leave and re-enter an area. That was the very first thing I tried before ever reporting the bug. Take the large wells as an example, the ones that have a chest or spawner in the open chamber at the bottom. The water doesn't place, and the surface-level block doesn't get cleared from the opening, so be it grass, dirt, stone, etc. it looks from the top like the well has been filled in. But dig past that and the hollow chamber is still below, just all the water is missing. Glowstone on lampposts is gone and can't be block-updated in, and where it should be in battle basements there's just a block of whatever ground material had to be cut through to form the space. It's probably the same for where the lava would be in the bottom of the maze dungeon, but I don't remember how far down the floor is supposed to be from the chests to know if it's a block off.
I want to try out this mod http://www.minecraft...tes-unofficial/
made by Paraknight
but the mod is dead because he stopped supporting it...
http://adf.ly/54pai "You don't need permission to mess around with my code; it's completely open-source as long as you don't make money off of it and give credit where credit is due"
Can you update it ?
Please and thank you!
PS I'd love for it to be updated to 1.5.2 not 1.6 because then I can use it! (I have alot of 1.5.2 mods so I won't be updating)...
http://www.youtube.com/Radical924
I enjoyed this mod named Trading Mod...
Made by xkyouchoux...
The mod is dead because he isn't alive for the last 4 months...
The source... well I can't find one.
Can you update it ?
Please and thank you
OcD Simple Add-On!
object is infected by HEUR:Exploit.Script.Blocker.U
I am having issues with controlling Airships (from Pchan3's Mod). I can create/craft the Airship just fine, board it, and access the interface to load arrows and fuel. Steering is done with the "WASD" keys (the instructions mention the arrow keys). The problem I am having is ascending (Spacebar), descending (Left-Shift), and firing arrows (Control). None of these appear to be working. Could you please take a peek at this?
In case it matters, I am using version 0.6 in Minecraft 1.5.2 (with Forge binary 7.8.1.737, Java 6 update 45, on a Macbook Air with Windows 7).
Care to describe precisely how you made that world ?
Because if you have uncommon blocks instead of dirt and stone, the mod is going to get confused.
As for the water and other blocks, I won't upload a fix right now, but I only have rare render/metadata issues.
Added to the requested list.
I don't know when I will begin working on it, so we'll see about minecraft version in due time
Sources are provided with the mod.
But author copyright prevents me from doing anything public without written consent.
Ask the author.
If you are downloading from my links, this shouldn't happen. Was it Mediafire or Dropbox ?
"Controls" FAQ.
Tunneler's Dream preset, which consists of bedrock, stone, dirt, and grass. I only changed the number of stone layers so the surface would be low enough to keep the buildings under the height limit. Like I said, the same behaviors all occur in a normal map generation too, and I use the flat world for ease of testing.
Yeah so basically this mod here is dead: http://www.minecraft...e-conflicts-03/
and it is made by stimmedcow .
The mod is dead because he stopped supporting it...
Here is the download link: http://205.196.123.1...licts (0.3).zip and here is a quote giving anyone rights to modify it:"For any other use (decompiling, editing for compatibility, improvements, including in a mod pack, etc...), all I ask is that you please give credit where credit is due and follow #1. As long as you don't misrepresent my original work, you are free to do with it as you need."
Can you please update it to MC 1.5.2 version???
Please and thank you it really means a lot to me!
Oh yeah and a quick explanation is that this mod allows the user to have conflicting recipes that use the exact same recipe! All you do is click the left or right arrow keys to switch between recipes that use the same recipe... This should work for furnaces, crafting table, quick crafting, brewing, and any mods that add in other ways to make stuff... eg. Macerator. Thank you for your time.
EDIT:
Oh yeah I probably should have explained how a furnace would work lol... Okay so you don't put in any fuel but you put in the ingredient you are going to smelt. Then all you do is click the left or right arrows and it will temporarily for a second show what the output will be. Once the chosen output is selected you put in a fuel. If the output slot is already taken (whether there is a fuel or not) then the output cannot be changed until or course you remove the old output. If a fuel is present and there is no output yet then you can switch until of course an output is made and you can switch no more until it is removed!
Lastly these arrows should be either or both the keyboard arrows left and right OR actual arrows on each crafting/furnace screen that you click.
http://www.youtube.com/Radical924
The mod I have never heard of and have been waiting for all of my life
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
While this request obeys to my topic rules, I won't accept it.
This mod base principle is to assume that modders are stupid and will add same recipe for a different result.
As a modder myself, I would have to disagree.
Even if it was true, it shouldn't be a modder concern to deal with someone else stupid code. This should be dealt with on the API level at least and unlike stimmedcow said, the modder won't have to use it, only the end user would.
Anyway, as a user, you should ask any modder to not have any conflicting recipe.
My advice would be for you to stop using mod from someone that does this, because if the "modder" can't change a recipe when someone ask, he is certainly a fake or dangerously stupid.
This mod is like the most important mod I could use right now because without it a lot of my mods are incompatible... I have a bunch of mods that add potions right (even if the whole mod isn't about potions) well these potions conflict in like 4 of my mods (found so far)... There are other recipe conflicts as well and I can't begin to tell you how limiting this is... I even found an article talking about this idea here:https://mojang.atlassian.net/browse/MCAPI-152 So yeah please reconsider... I know you don't like it but a lot of other people do and will AND it will save everyone time including yourself...
http://www.youtube.com/Radical924
That's the problem. The author last checked in on March. I thought he was dead, so I'll pass it to you. Well, if you can't make it, at least consider my mod request, which is based on the same idea of buying and selling coins, killing entities plus some creativity I got. It doesn't have a restricting stuffs too!(since it is just an idea)
OcD Simple Add-On!
Of course a modder has a right to be unaware of a mod conflict.
But the user who found it has a duty to inform him, or it didn't happen.
The modder would then be able to fix. It is far easier for him than for anyone else, especially a third party mod.
This mod idea is basically against good coding practice.
Oh and there already are mods out there that can add recipes. Like this one.
Actually, the more mods you have, the more items and the more possibility of recipe you get. Number of possible recipes grows exponentially with the growing number of items, which is why having a conflict is an error on the modder part.
Anyway, if I can set up a decompiling environment for 1.1, I might get a look at it, just for fun.
It's internal mod, so far from easy to decompile...
Most mods are already working in dev version. (except those that use riding entities...movement has been killed by the horse update)
Still have to test the obfuscated versions and fix entity texturing (airships and such).Yes, my rules are tough, right ?
I could help with the creation of your mod idea, if you found a team to make it.
Alright thank you! If you do please inform me if you can. I would be very greatful if you did end up making this... And yeah I know there are recipe conflict mods but that doesn't remove the original conflicting recipes and even then that might just add more conflicts if I add in another recipe... Well thank you for reconsidering.
http://www.youtube.com/Radical924
I think it is less noticeable in SSP for some reason...
Well the horse update killed it, so I am working on it anyway.
Note:
Bunch of updates for 1.6.2. Those were easy and thus fast checked. Please report if you find anything different between 1.5 and 1.6 versions.
I enjoyed the SteamCraft mod here made by Proloe.
The mod is dead because she ran out of motivation and time to continue updating.
The link to the sources is also the post where she stated her reasons for quitting.
Can you update it?
Please and thank you.
Did I do this right?
Nice suggestion, but you forgot to add:
Which basically means the mod isn't dead, it is continued by someone else
I've found one, CCM Modding. Third(or fourth) on the ModJam list. They want to make it as a ModJam mod, and Searge doesn't give a hint about when it starts.
OcD Simple Add-On!