Somebody Please help!!!! This error keeps popping up when I load the mod:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:516)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:211)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) Caused by: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:505)
... 10 more Caused by: java.lang.UnsupportedClassVersionError: com/bluexin/saoui/SAOMod : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
I REEAAALY want to play this mod!!! I'm running Forge 1.8 11.14.1.1419. I've also tried Forge 1.8 11.14.1.1334 and Forge 1.8 11.14.3.1487. I'm sorry to sound needy, but I have o idea what to do
Somebody Please help!!!! This error keeps popping up when I load the mod:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:516)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:211)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) Caused by: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:505)
... 10 more Caused by: java.lang.UnsupportedClassVersionError: com/bluexin/saoui/SAOMod : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
I REEAAALY want to play this mod!!! I'm running Forge 1.8 11.14.1.1419. I've also tried Forge 1.8 11.14.1.1334 and Forge 1.8 11.14.3.1487. I'm sorry to sound needy, but I have o idea what to do
First off, You need to use Pastebin instead of posting this wall of text, Second of all relax, Someone will help you
The Meaning of Life, the Universe, and Everything.
Location:
Behind You.....
Join Date:
8/19/2011
Posts:
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Minecraft:
Sir Hexen
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Also, I would like to ask for permission to use the older 1.7.10 version of this mod in my current modpack i am building around a true to the game SAO Pack.
Also, I would like to ask for permission to use the older 1.7.10 version of this mod in my current modpack i am building around a true to the game SAO Pack.
The 1.7.10 Version is not ours. We can not give you permission for it. but as Jacki posted in his thread. I'm para-phrasing "Its free to use in Any mod-packs" check his terms for yourself but since its not our version I will not comment on the accuracy of my statement.
First off, You need to use Pastebin instead of posting this wall of text, Second of all relax, Someone will help you
Thank you :), I've just never seen something like this before and am really excited about it! Also: could I have the link to your mudpack? It sounds cool
I tried that, but I get the same error message. I have Java 8 update 45, the only difference is I'm using a MAC, but that shouldn't matter, right?
Thank you :), I've just never seen something like this before and am really excited about it! Also: could I have the link to your mudpack? It sounds cool
Alright, run it with Java 8, latest version and forge 1419 as that has been the forge build I can confirm is stable as far as working with the user interface..for the rest of the dev team.. and if you still run issues. try re-installing and remove any duplicates.. if your still getting crashes ill need the whole report and ill add it for blue to review when he gets back
The Meaning of Life, the Universe, and Everything.
Join Date:
12/18/2014
Posts:
354
Minecraft:
Blaez
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as promised, concept artwork. it is not yet implemented and subject to re-design if we feel the need. The yellow bar will only appear when additional information is likely needed. *Horse jumping,Air bubbles,Exp bar depending on what is currently happening more then likely it will be a priority thing where Horse Jumping will over-ride exp and air bubbles will overtake horse jumping. in the finished work there will likely be a icon for each mode so you'll never not know what mode the bar is displaying. It is not entirely source accurate but some people have need of more information bars and these will likely be options, along side the normal default themes. As Always, this is not a promise just a glimpse of what we're tossing around ^-^. Signed, J~
Please take my idea into consideration i would really like to see it in the game,
Basically when you click "Crafting" It opens a menu of what you can craft with the stuff in your inventory pretty much like the easy crafting mod
Also is it possible to make this mod 1.7.10? Thanks
A. that requires alot of back-ended work that will likely be a long term idea then something we can implement right away.
B. No read the first post more clearly. particularly under the FAQ *Not doing back-ports* Because it is illogical when most people use 1.8 now aswell as the majority of the code would have to be re-written and sub-sequentially alot of the features would no longer work as alot of the code uses hooks only available in 1.8 that is why jacki refused to back port also. sorry to shoot your idea down but its not feasible, and instead of just saying No I gave you the technical reasons why.
Please take my idea into consideration i would really like to see it in the game,
Basically when you click "Crafting" It opens a menu of what you can craft with the stuff in your inventory pretty much like the easy crafting mod
Also is it possible to make this mod 1.7.10? Thanks
As my partner had stated, backporting is not something that we have considered or placed on a backboard even, due to most people migrating to 1.8 anyway and the complete reworking that would need to be done.
Secondly, to address your first request of a full crafting bench menu, no. the idea of this mod is not to add extravagant features and advantages over another person with the use of blocks, it is meant to be purely aesthetic and nothing more. by giving users of our mod the ability to use a full 3x3 grid crafting menu without the bench gives a huge strategical and environmental advantage over those who dont.
(i.e. lets say that you join a server for the first time and you joined a drop party, you have given yourself an inventory advantage by being able to craft ore blocks to lessen space, meaning collect more.)
overall, while the idea is not bad, it isnt good either, for the sole fact that it is an advantage you shoulddnt be allowed. that being said, i know there are servers that use that said command, allowing you to type '/craft' and use a 3x3 grid(therefore, on that server, relieving the advantage part), so maybe i can think up a clever way to implement that and chat it over with my mod author. dont get your hopes up, but i can check to see if that button can act as a '/craft' if said command is available to you on servers with it.
The Meaning of Life, the Universe, and Everything.
Location:
Behind You.....
Join Date:
8/19/2011
Posts:
54
Minecraft:
Sir Hexen
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I understand your points and WHY you can not back port but i also hear you saying "Most" people are migrating to 1.8, I think it is safe to say that is not true in the fact that most mod packs, ( This is a mod right? ) are still 1.7.10 based for the sole purpose that mod curators are hesitant on continuing there work purely because of two things, Microsoft/Mojang are updating Minecraft too quickly to newer versions as well as Modders are waiting to see what Microsoft/Mojang are doing with MC in general to see if it is even worth continuing there mod creation. Please by all means correct me if i am wrong with proven facts, I could just be out of the loop.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/18/2014
Posts:
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Minecraft:
Blaez
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mojang and microsoft are actually continuing at the same rate that they have been for years. its been nearly a whole year since the last update. so by my count its right on the mark as for they're snap-shot releases. Microsoft has no intentions of modifying things in anyway after-all why mess with a cash cow that is generating as much revenue as it has? mojang have proven they're successful. and that means that microsoft has little reason to interfere. ofcourse this is concecture based on logic not facts. also as per most people migrating to 1.8 this is the truth the people that stay behind are the stubborn ones that don't like playing vanilla, and that is fine but just remember your a minority most people play vanilla/bukkit/spigot servers.
The Meaning of Life, the Universe, and Everything.
Location:
Behind You.....
Join Date:
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Posts:
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I normally see more people using modpacks than Vanilla/Couldren/Spiggot servers as far as i see, But that is just me, though i would like to know where some 1.8 modpacks are so i can use this mod with them.
EDIT: YEa there is like only one 1.8 modpack and it makes me sad.. I'll have to stick with the 1.7.10 version of this mod until then, But awesome progress so far, i will keep in touch.
Because of all the controversy for the positioning and whatnot for all the bars and information, I got a suggestion. It may take some more time, but I think it may please people.
In the options, there will be a UI Style button that takes you to another "section." From here, there will be a couple choices for the UIs
- ALO HD
- SAO HD
- Legacy
- Custom
So the first three are pretty self-explanatory, but the last one, the custom, is different. This will take you into an editor-like menu. I will list out the "steps" you go in to make your UI
1. Choose a health bar style between SAO and ALO
2. Drag it to one of the corners of the screen
3. You can now adjust the size of it in length and width
4. Choose either icons, number meter, or mana bar to represent hunger
5. Choose where it is going to show up (If you chose mana bar, you can adjust the size of it like the health bar
6. Pick an area to put your name
7. Choose another area to stick your health number value (20/20)
8. Do the same with your level
9. (Not sure if this is necessary) Choose if you want your potion effects to appear vertically, or horizontally, and designate a location
10. Determine where your hotbar is going to be
11. Give a color to the theme (White, Gray, Dark Gray, Black)
12. Choose if you want the whole thing HD, or in the "Legacy" reder
13. Choose a color and shape for the cursor
14. Confirm and finalize
15. Name it
16. It will be added to the list, and you can now choose that custom UI as a setting
So obviously, as you're doing this, you can't overlap icons, as it will just cause great confusion. All in all, this may take a whole lot more work and coding, but if you so choose to follow up, it should hopefully lessen all the complaints people are having about mana bars and breath meters...the works.
So yeah, that's all I got for now. Tell me what you think
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
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[quote=undefined]
obviously we gave thought to this but We've got other plans for the future, obviously we've given thought to themes and a system to make your own and the coding from what blue has said is very supportive for reading the files from a config because of how well jacki set up the code, but that would mean we would have to work out file structures, provide blank templates and explain what each feature did not trying to say we're against working on it but right now we'd rather focus on bug fixes than work on things that might make more issues. I mean not to say we haven't done alot but.. we still have to implement the creative interface, allow mods that add displays to the screen to render properly ie minimaps, enviormine, battlegear ect.. on top of fixing the social features ie parties guilds friendslist and messages. work up the file structure to support guild icons because we all know alot of people want custom icons. on top of all the bug fixes associated with all of this. its alot to work on and likely theme support will not be added because of all the work we have right now, we did recently pick up another coder who might prove to help make this move faster. if thats the case we'll look into it again in the future.
also no one has even spoken against the proposed concept art I posted earlier, infact in the beta group it seems quite the popular idea and if thats the case all needs are met for now anyways.
Somebody Please help!!!! This error keeps popping up when I load the mod:
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:516)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:211)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.bluexin.saoui.SAOMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:505)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: com/bluexin/saoui/SAOMod : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
I REEAAALY want to play this mod!!! I'm running Forge 1.8 11.14.1.1419. I've also tried Forge 1.8 11.14.1.1334 and Forge 1.8 11.14.3.1487. I'm sorry to sound needy, but I have o idea what to do
First off, You need to use Pastebin instead of posting this wall of text, Second of all relax, Someone will help you
~<{Your Guardian, Sir Hexen}>~
Also, I would like to ask for permission to use the older 1.7.10 version of this mod in my current modpack i am building around a true to the game SAO Pack.
~<{Your Guardian, Sir Hexen}>~
It seems like it might be a java issue, are you sure your running Java 1.8? *Java 8 that should solve your problem if you haven't updated java yet.
The 1.7.10 Version is not ours. We can not give you permission for it. but as Jacki posted in his thread. I'm para-phrasing "Its free to use in Any mod-packs" check his terms for yourself but since its not our version I will not comment on the accuracy of my statement.
I tried that, but I get the same error message. I have Java 8 update 45, the only difference is I'm using a MAC, but that shouldn't matter, right?
Thank you :), I've just never seen something like this before and am really excited about it! Also: could I have the link to your mudpack? It sounds cool
Alright, run it with Java 8, latest version and forge 1419 as that has been the forge build I can confirm is stable as far as working with the user interface..for the rest of the dev team.. and if you still run issues. try re-installing and remove any duplicates.. if your still getting crashes ill need the whole report and ill add it for blue to review when he gets back
as promised, concept artwork. it is not yet implemented and subject to re-design if we feel the need. The yellow bar will only appear when additional information is likely needed. *Horse jumping,Air bubbles,Exp bar depending on what is currently happening more then likely it will be a priority thing where Horse Jumping will over-ride exp and air bubbles will overtake horse jumping. in the finished work there will likely be a icon for each mode so you'll never not know what mode the bar is displaying. It is not entirely source accurate but some people have need of more information bars and these will likely be options, along side the normal default themes. As Always, this is not a promise just a glimpse of what we're tossing around ^-^. Signed, J~
First pic is much better, I will rock that all day.
~<{Your Guardian, Sir Hexen}>~
Please take my idea into consideration i would really like to see it in the game,
Basically when you click "Crafting" It opens a menu of what you can craft with the stuff in your inventory pretty much like the easy crafting mod
Also is it possible to make this mod 1.7.10? Thanks
https://www.youtube.com/c/brandynn
Sekai-Chan said:
This video was just as enjoyable as Technoblade’s I’ll sub to you.
*happiness noise*
https://www.youtube.com/watch?v=tSYuZbgeu7Y
Nice Idea id support that and as said on the topic front page they will not be making it for any version older than 1.8
Allow I the last Enderian to say 'ello and may we be gold friends
A. that requires alot of back-ended work that will likely be a long term idea then something we can implement right away.
B. No read the first post more clearly. particularly under the FAQ *Not doing back-ports* Because it is illogical when most people use 1.8 now aswell as the majority of the code would have to be re-written and sub-sequentially alot of the features would no longer work as alot of the code uses hooks only available in 1.8 that is why jacki refused to back port also. sorry to shoot your idea down but its not feasible, and instead of just saying No I gave you the technical reasons why.
As my partner had stated, backporting is not something that we have considered or placed on a backboard even, due to most people migrating to 1.8 anyway and the complete reworking that would need to be done.
Secondly, to address your first request of a full crafting bench menu, no. the idea of this mod is not to add extravagant features and advantages over another person with the use of blocks, it is meant to be purely aesthetic and nothing more. by giving users of our mod the ability to use a full 3x3 grid crafting menu without the bench gives a huge strategical and environmental advantage over those who dont.
(i.e. lets say that you join a server for the first time and you joined a drop party, you have given yourself an inventory advantage by being able to craft ore blocks to lessen space, meaning collect more.)
overall, while the idea is not bad, it isnt good either, for the sole fact that it is an advantage you shoulddnt be allowed. that being said, i know there are servers that use that said command, allowing you to type '/craft' and use a 3x3 grid(therefore, on that server, relieving the advantage part), so maybe i can think up a clever way to implement that and chat it over with my mod author. dont get your hopes up, but i can check to see if that button can act as a '/craft' if said command is available to you on servers with it.
I understand your points and WHY you can not back port but i also hear you saying "Most" people are migrating to 1.8, I think it is safe to say that is not true in the fact that most mod packs, ( This is a mod right? ) are still 1.7.10 based for the sole purpose that mod curators are hesitant on continuing there work purely because of two things, Microsoft/Mojang are updating Minecraft too quickly to newer versions as well as Modders are waiting to see what Microsoft/Mojang are doing with MC in general to see if it is even worth continuing there mod creation. Please by all means correct me if i am wrong with proven facts, I could just be out of the loop.
~<{Your Guardian, Sir Hexen}>~
mojang and microsoft are actually continuing at the same rate that they have been for years. its been nearly a whole year since the last update. so by my count its right on the mark as for they're snap-shot releases. Microsoft has no intentions of modifying things in anyway after-all why mess with a cash cow that is generating as much revenue as it has? mojang have proven they're successful. and that means that microsoft has little reason to interfere. ofcourse this is concecture based on logic not facts. also as per most people migrating to 1.8 this is the truth the people that stay behind are the stubborn ones that don't like playing vanilla, and that is fine but just remember your a minority most people play vanilla/bukkit/spigot servers.
I normally see more people using modpacks than Vanilla/Couldren/Spiggot servers as far as i see, But that is just me, though i would like to know where some 1.8 modpacks are so i can use this mod with them.
EDIT: YEa there is like only one 1.8 modpack and it makes me sad.. I'll have to stick with the 1.7.10 version of this mod until then, But awesome progress so far, i will keep in touch.
~<{Your Guardian, Sir Hexen}>~
Because of all the controversy for the positioning and whatnot for all the bars and information, I got a suggestion. It may take some more time, but I think it may please people.
In the options, there will be a UI Style button that takes you to another "section." From here, there will be a couple choices for the UIs
- ALO HD
- SAO HD
- Legacy
- Custom
So the first three are pretty self-explanatory, but the last one, the custom, is different. This will take you into an editor-like menu. I will list out the "steps" you go in to make your UI
1. Choose a health bar style between SAO and ALO
2. Drag it to one of the corners of the screen
3. You can now adjust the size of it in length and width
4. Choose either icons, number meter, or mana bar to represent hunger
5. Choose where it is going to show up (If you chose mana bar, you can adjust the size of it like the health bar
6. Pick an area to put your name
7. Choose another area to stick your health number value (20/20)
8. Do the same with your level
9. (Not sure if this is necessary) Choose if you want your potion effects to appear vertically, or horizontally, and designate a location
10. Determine where your hotbar is going to be
11. Give a color to the theme (White, Gray, Dark Gray, Black)
12. Choose if you want the whole thing HD, or in the "Legacy" reder
13. Choose a color and shape for the cursor
14. Confirm and finalize
15. Name it
16. It will be added to the list, and you can now choose that custom UI as a setting
So obviously, as you're doing this, you can't overlap icons, as it will just cause great confusion. All in all, this may take a whole lot more work and coding, but if you so choose to follow up, it should hopefully lessen all the complaints people are having about mana bars and breath meters...the works.
So yeah, that's all I got for now. Tell me what you think
- Drago
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obviously we gave thought to this but We've got other plans for the future, obviously we've given thought to themes and a system to make your own and the coding from what blue has said is very supportive for reading the files from a config because of how well jacki set up the code, but that would mean we would have to work out file structures, provide blank templates and explain what each feature did not trying to say we're against working on it but right now we'd rather focus on bug fixes than work on things that might make more issues. I mean not to say we haven't done alot but.. we still have to implement the creative interface, allow mods that add displays to the screen to render properly ie minimaps, enviormine, battlegear ect.. on top of fixing the social features ie parties guilds friendslist and messages. work up the file structure to support guild icons because we all know alot of people want custom icons. on top of all the bug fixes associated with all of this. its alot to work on and likely theme support will not be added because of all the work we have right now, we did recently pick up another coder who might prove to help make this move faster. if thats the case we'll look into it again in the future.
also no one has even spoken against the proposed concept art I posted earlier, infact in the beta group it seems quite the popular idea and if thats the case all needs are met for now anyways.
i somehow disabled the UI and can't for the life of me figure out how to enable it again can someone please help
press escape and go into the options and re-enable it