Woohoo, two bits of good news in one message. The MC+ Region mod is great for adventure modpacks.
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Any new news? I'm still excited for the thought of the pigeon module.
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Am I missing configs, or are there none for most of the mods in this pack? Tried downloading the pack, and then just the individual mods instead, but both methods resulted in 0 configs. Granted some of the ones I chose, I can see why there aren't any, but, is there a list of the ones that DO contain configs?
Currently, I am using Battlehearts, Wheel, Cart, Rotten Food, and Firepit.
There is no config as such, you have to either download the whole package and delete the jar-archives of mods you do not want or download those you want one by one. Be careful, some of them have dependencies (Cart -> Wheel, for example)
Thanks for the reply. I've already done the editing of the modpack to delete the ones I didn't want, and have the dependencies I need, but I wanted to modify something like say, Battlehearts, to change what level you get a new heart at, if it persists through death, how many you start with, etc. That's the main one I was interested in configuring. Sad that no such file exists.
Even after deinstalling, the animals still keep clear of humans ... this one mod isn't really clever/usefull...
any idea to get rid of this ?
never thought of releasing every little mod alone so we can pick the only ones we want ?
Have you ever thought of reading the original post? It says:
"Click ">" to Download."
Which just so happens that the ">" symbol is next to EACH INDIVIDUAL MOD.
Even if you download the WHOLE pack, you can STILL use something like WinRAR to edit the .jar file, and simply delete the ones from there that you don't want. Both have the same exact effect.
well it's hard to guess andy's implementation but if he added an AI package to entities when they are created, that will persist after mod is removed (it's added for each animal separately). i don't see a solution other than culling those animals in creative mode and plopping a few spawn eggs to replace them...
edit: should have said this first: I Love all of your mods!
Got an interesting bug for you to solve.. I have a plethora of mods running on a LAN server, and adding the "Region" mod made clients unable to connect to the server.. It might be a combination of the other mods I have loaded, but removing that region mod and restarting fixes the bug. here's the crash report:
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 12/4/16 7:29 PM
Description: Ticking screen
java.lang.NullPointerException: Ticking screen
at com.minecraftplus.modRegion.GuiBiomeName.reset(GuiBiomeName.java:234)
at com.minecraftplus.modRegion.EventBiomeDisplayHandler.onEntityJoinWorld(EventBiomeDisplayHandler.java:22)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_12_EventBiomeDisplayHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.World.func_72838_d(World.java:1334)
at net.minecraft.client.multiplayer.WorldClient.func_72838_d(WorldClient.java:159)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2231)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.minecraftplus.modRegion.GuiBiomeName.reset(GuiBiomeName.java:234)
at com.minecraftplus.modRegion.EventBiomeDisplayHandler.onEntityJoinWorld(EventBiomeDisplayHandler.java:22)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_12_EventBiomeDisplayHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.World.func_72838_d(World.java:1334)
at net.minecraft.client.multiplayer.WorldClient.func_72838_d(WorldClient.java:159)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2231)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I'm zipping the minecraft build and uploading it to mega as we speak, i'll upload it in the next few minutes
I was running the client and server on the same computer, but the mod was having the same effect on a different computer trying to connect. the only difference when running on the same computer is that it takes less time to disconnect, change mods, and reconnect on my good comp vs the shitty laptop.
edit: I figure it goes without saying, but my minecraft version and ALL mods are 1.7.10. And for anyone that is less inept than I ad modding minecraft, I'll put the file here when it's done uploading :/
These mods would get more love IF the modpack permissions weren't so restrictive.
Well Teagan, what to do... I would like to remove Railcraft from my pack exactly because it has hard perms. I mean these mods should have leaser restrictions because they are small :|
- I have updated a large section of the mods to 1.8, but by that time 1.10 already came out. And while working on 1.10, 1.12 came out (which I'll talk about later)-- there is just not enough time to possibly update all of some 40+ mods to the requested versions (I believe it was both 1.7.10 and the new one). Because of this (and simply because I am human), I will probably only be able to maintain one version of the mods.
But also I would like some feedback on which mods you guys actually are looking forward to. I'm thinking of discontinuing some of the less popular ones to cut back on the work load, and enable me to focus my energy on the more relevant ones. I know the pigeon mod is a favorite among a few (and myself), and that is close to being finished (of course, no release dates yet).
To any developer who is interested: (if not, skip this block)
Through the years of modding, I have developed an api I believe that really streamlines the boilerplate code and provides some very useful tools that I find myself using quite often. It's been refined and reworked continuously, and I believe on the next release of MC+, I will also release the api for public use. It auto-localizes, auto-generates model files, blockstates, lang files, etc. It also provides in-code generation of all resource files (since I'm not a resource pack maker, I'd rather program ;). with the exception of textures) and simplifies registration of most objects in game to single lines. And, to the best of my ability, enforces proper modding habits. I will give further information on this when it comes time for it.
On the flip side, I have decided to update to 1.9.4:
Now I can see why people would think this is strange.
"Why not maintain the 1.7.10 version? That's where most mods are."
- Well, dear sir / madam, 1.7.10, although a versatile and fun workspace to mod, it is getting outdated. Excluding the content updates, the performance optimizations alone should be a clear reason to move on. Of course, larger mods that depend on things like complex custom item renderers are still unable to update because of this. But perhaps it is for the better, since rendering in such a way can cause major performance issues down the line.
"Why not update to 1.12? If 1.8 is better optimized, 1.12 is far better."
- Although that may be true, but the last major optimization to performance was in 1.9. But beyond that, I believe 1.12 made a big mistake in its design choices: in particular, the crafting book. (Be prepared for some game design.)
The mystery of a crafting recipe is a well regarded feature that enforces the idea of creativity, of endless possibilities. I remember the first time I played Minecraft, with no knowledge of anything about it. I was amazed by the endless possibilities. The ability to build anything. With a nudge from the Achievements in the right direction, I was able to get the proper necessities to survive and explore. The achievements didn't tell me what I had to do, but only suggested what can be done. This new found freedom was exhilarating and further encouraged the idea of exploration. But what really compounded the effect (in addition to the voxel-based world), was the implications of a pattern-based empty crafting grid. There wasn't a tutorial or a blueprint to tell you EXACTLY how and with what to make a pickaxe, as neither would there be a blueprint to tell you EXACTLY how to build your home. You were just told that something like this exists. This allows experimentation, which is a core aspect of Minecraft (the crafting grid is even designed to be memorable, as patterns are easily recognizable, unlike the traditional list of items other game crafting system use). Many of Minecraft's systems were designed around this idea: including the infamous redstone. It taught computer logic to people all over the world, but didn't tell them that that was what they were doing. They let themselves experiment and discover new possibilities.
With the crafting book, gone are the days where one searches the web for recipes and/or talk to others about how something is made. Every possible combination, every mystery, is displayed in front of you, at a click of a button. Particularly in the early stages of gameplay, this mystery is essential. At a start of any game, it is essential to establish player knowledge of the limits and possibilities. In some games, it is to recognize the scarcity of health, or in others, it is to realize that clicking on objects reveals further information. Minecraft needs to enforce the idea of creative freedom to create something within a set of tools (creative restraints if you will). Such as building in Minecraft, which is restrained by block types, sizes, colors, etc (sometimes physics), but it is a system that interacts with one another, not a how-to guide. If recipes are given to the player, both the tools and the instructions are handed to the player, completely skipping the "create something" process. This notion then implies to the player of something not akin to the overall Minecraft experience: hand-holding. I am not saying that Minecraft needs to be hard, but it should not tell you HOW to do something. Minecraft is a sandbox game. And I believe, the crux of the genre. A sandbox game should be about exploration of the systems, not a designed path through one. And it is strange that Minecraft is starting to go down the road that it completely diverges from in the first place.
Moreover, not only does this takes a step back from exploration and discovery, but also hinders the collaborative communication between players on forums and during play. With every recipe documented, it removes the joy of discovering new recipes and sharing this knowledge to newer players. One of the reasons for all of the nostalgic posts I've seen, berating the newer updates and glorifying older ones, was that this communication between players is slowly being diminished, or at least discouraged. The sense of mystery and exclusive knowledge is what brings together the Minecraft community, all the way from day one. A sense of belonging and, for the lack of a better term, community stems from these actions. It encourages teamwork and collaboration. The more experienced would share their knowledge to the newer players. And in turn, the newer players would tell the next players about what they have learned. Since there is no ingame source of this information, Minecraft becomes this secret that is cherished and shared between all Minecraft players, either through forums such as this, or youtube, or deviantart, or any other site.
But of course this seems to be stumbling into the problem of accessibility. Newer player would have a harder time getting into Minecraft, as it requires exclusive knowledge unattainable from the game. However, I do not believe this is a problem. For one, there exists too many resources, created by the community, that aid in easing in new players. But also, instead of giving in to the lack of accessible knowledge, Minecraft should encourage players to communicate, forming new relationships, sharing ideas, and encouraging cooperative play. In addition, this exclusive knowledge fosters a tighter community and connections on a personal level. And if the player wants to do independent play, then the player is playing Minecraft for the exploration, which brings us back to first argument. The crafting book pushes the idea of independence and accessibility a little too unnecessarily far.
Of course there exists mods that does this already, but they are optional. Also, their purpose is to efficiently organize hundreds of recipes, where the act of discovering and researching recipes (that may not be intuitive either) would take too long to be relevant. Whereas the crafting book simply reveals its contents like a dictionary or an instructional map. Minecraft has not yet reached the point where there exists too many recipes for newer players to learn (the difficulty curve is not even close to available mods or other games). And even if so, it should not be presented to the player from the get-go.
The crafting book does not reinforce and rather hinders the core Minecraft design of creativity, exploration, and community.
This is for the modders out there:
With that out of the way, let's talk about the modding community. Modders really don't like change (I, and probably you, can attest to this). Extra content is cool. New systems are great to play around with. But if you are telling me to rework my entire rendering setup that I've spent months building and refining, you better be joking. But of course, change is inevitable and often for the better. 1.7.10 is like the old 1.6.4, where a lot of old mods died and refused to update further. But I believe the difficulty to update shouldn't hold you back from updating. It helps you become a better programmer and even develop better skills in doing code maintenance (which I find lacking in the modding community), such as documentation, proper conventions, and error checking. Working with newer code may be less documented, but it will be better fine tuned and often optimized for smoother user experiences. The purpose of a mod is to share your play style, your ideas, with other players. Of course nostalgic mods can stay where they are, but if you don't have anything against the newer content (in other words, it doesn't contradict with your ideas), then you should always update (considering you have the time).
The above reasons are why I will not be updating to 1.12, nor maintaining 1.7.10. But to quickly explain why I chose 1.9.4, and why everyone else (who believes the above) should also, it is because:
1.9.4 is one of the last major optimizations. Future updates are more or less content updates.
It also retains most of what I believe is the look and feel (and ideology) of the original "vanilla" Minecraft.
1.9.4 is not 1.10, which is the beginning of the conflicting content ideas that diverge from the original. (Though there are good ideas, I'm thinking of porting back to 1.9.4)
1.9.4 is not 1.8, which is a bit underdeveloped in terms of code.
1.7.10 is getting dated, particularly in terms of optimizations.
It is also (relatively) easily update-able to future versions (which includes 1.10, 1.11, and 1.12 as of the time of this post) if there is a demand for it.
If you think I should update to a different version than 1.9.4, please feel free to convince me. I would like feedback.
Of course, if you don't believe in this view and want to petition for an update to a particular version, I may consider it as well.
Thanks for sticking around,
Andy
Rollback Post to RevisionRollBack
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
The page is a bit outdated. . . but it will be fixed sooooooon!
To Wulfie03: And sure, modpack away.
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
Woohoo, two bits of good news in one message. The MC+ Region mod is great for adventure modpacks.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
can you maybe make more variations of the carts and make it so that we can link up multiple carts?
Any new news? I'm still excited for the thought of the pigeon module.
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
Am I missing configs, or are there none for most of the mods in this pack? Tried downloading the pack, and then just the individual mods instead, but both methods resulted in 0 configs. Granted some of the ones I chose, I can see why there aren't any, but, is there a list of the ones that DO contain configs?
Currently, I am using Battlehearts, Wheel, Cart, Rotten Food, and Firepit.
Thanks for the reply. I've already done the editing of the modpack to delete the ones I didn't want, and have the dependencies I need, but I wanted to modify something like say, Battlehearts, to change what level you get a new heart at, if it persists through death, how many you start with, etc. That's the main one I was interested in configuring. Sad that no such file exists.
for the 10th time, there are separate downloads for 1.7.10 in the first post. just somewhat hidden. look for '>' symbols.
you need an api jar in any case.
Have you ever thought of reading the original post? It says:
"Click ">" to Download."
... What?
after all this time this ">" hasnt been changed from the download link
well it's hard to guess andy's implementation but if he added an AI package to entities when they are created, that will persist after mod is removed (it's added for each animal separately). i don't see a solution other than culling those animals in creative mode and plopping a few spawn eggs to replace them...
or if it's a test world, just delete it.
edit: should have said this first: I Love all of your mods!
Got an interesting bug for you to solve.. I have a plethora of mods running on a LAN server, and adding the "Region" mod made clients unable to connect to the server.. It might be a combination of the other mods I have loaded, but removing that region mod and restarting fixes the bug. here's the crash report:
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 12/4/16 7:29 PM
Description: Ticking screen
java.lang.NullPointerException: Ticking screen
at com.minecraftplus.modRegion.GuiBiomeName.reset(GuiBiomeName.java:234)
at com.minecraftplus.modRegion.EventBiomeDisplayHandler.onEntityJoinWorld(EventBiomeDisplayHandler.java:22)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_12_EventBiomeDisplayHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.World.func_72838_d(World.java:1334)
at net.minecraft.client.multiplayer.WorldClient.func_72838_d(WorldClient.java:159)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2231)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.minecraftplus.modRegion.GuiBiomeName.reset(GuiBiomeName.java:234)
at com.minecraftplus.modRegion.EventBiomeDisplayHandler.onEntityJoinWorld(EventBiomeDisplayHandler.java:22)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_12_EventBiomeDisplayHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraft.world.World.func_72838_d(World.java:1334)
at net.minecraft.client.multiplayer.WorldClient.func_72838_d(WorldClient.java:159)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2231)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
-- Affected screen --
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Dirt_Queen'/284, l='MpServer', x=8.50, y=66.62, z=8.50]]
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~NULL~~
Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:919)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 219444576 bytes (209 MB) / 471601152 bytes (449 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 30 mods loaded, 30 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA MCP_Blowpipe{1.4.0} [MC+ Blowpipe] ([1.7.10][1.2] MC+ Blowpipe - v1.4.0.jar)
UCHIJA MCP_Wheel{1.1.2} [MC+ Wheel] ([1.7.10][1.2] MC+ Wheel - v1.1.2.jar)
UCHIJA MCP_Cart{1.3.0} [MC+ Cart] ([1.7.10][1.2] MC+ Cart - v1.3.0.jar)
UCHIJA MCP_Clippers{1.1.2} [MC+ Clippers] ([1.7.10][1.2] MC+ Clippers - v1.1.2.jar)
UCHIJA MCP_Cocoa{1.3.0} [MC+ Cocoa] ([1.7.10][1.2] MC+ Cocoa - v1.3.0.jar)
UCHIJA MCP_Collision{1.0.0} [MC+ Collision] ([1.7.10][1.2] MC+ Collision - v1.0.0.jar)
UCHIJA MCP_Lock{1.2.2} [MC+ Lock] ([1.7.10][1.2] MC+ Lock - v1.2.2.jar)
UCHIJA MCP_Loom{1.2.3} [MC+ Loom] ([1.7.10][1.2] MC+ Loom - v1.2.3.jar)
UCHIJA MCP_Quartz{1.3.2} [MC+ Quartz] ([1.7.10][1.2] MC+ Quartz - v1.3.2.jar)
UCHIJA MCP_Quiver{1.3.2} [MC+ Quiver] ([1.7.10][1.2] MC+ Quiver - v1.3.2.jar)
UCHIJA MCP_Region{1.2.0} [MC+ Region] ([1.7.10][1.2] MC+ Region - v1.2.0.jar)
UCHIJA MCP_Satchel{1.3.2} [MC+ Satchel] ([1.7.10][1.2] MC+ Satchel - v1.3.2.jar)
UCHIJA MCP_WoodenBucket{1.2.0} [MC+ WoodenBucket] ([1.7.10][1.2] MC+ WoodenBucket - v1.2.0.jar)
UCHIJA BuildCraft|Core{7.1.18} [BuildCraft] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Transport{7.1.18} [BC Transport] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Silicon{7.1.18} [BC Silicon] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Energy{7.1.18} [BC Energy] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Factory{7.1.18} [BC Factory] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Builders{7.1.18} [BC Builders] (buildcraft-7.1.18.jar)
UCHIJA BuildCraft|Robotics{7.1.18} [BC Robotics] (buildcraft-7.1.18.jar)
UCHIJA cfm{3.4.8} [§9MrCrayfish's Furniture Mod] (cfm-3.4.8-mc1.7.10.jar)
UCHIJA craftguide{1.6.8.2} [CraftGuide] (CraftGuide-Mod-1.7.10.jar)
UCHIJA CustomSpawner{3.3.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.3.0.zip)
UCHIJA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
UCHIJA IC2{2.2.827-experimental} [IndustrialCraft 2] (industrialcraft-2-2.2.827-experimental.jar)
UCHIJA TheRCModDemo{3.0.1.1} [The RC Mod Demo] (TheRCModDemo v3.0.1.1 [1.7.10].jar)
UCHIJA TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.4.13084 Compatibility Profile Context 14.301.1001.0' Renderer: 'AMD Radeon R7 200 Series'
Launched Version: 1.7.10-Forge10.13.4.1448-1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon R7 200 Series GL version 4.4.13084 Compatibility Profile Context 14.301.1001.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I'm zipping the minecraft build and uploading it to mega as we speak, i'll upload it in the next few minutes
I was running the client and server on the same computer, but the mod was having the same effect on a different computer trying to connect. the only difference when running on the same computer is that it takes less time to disconnect, change mods, and reconnect on my good comp vs the shitty laptop.
edit: I figure it goes without saying, but my minecraft version and ALL mods are 1.7.10. And for anyone that is less inept than I ad modding minecraft, I'll put the file here when it's done uploading :/
Are these mods still in development?
He is developing new ones but others are not (Hope he is ;-;)
.
These mods would get more love IF the modpack permissions weren't so restrictive.
Well Teagan, what to do... I would like to remove Railcraft from my pack exactly because it has hard perms. I mean these mods should have leaser restrictions because they are small :|
How do i download these mods individually?
">" symbols are links in the first post
p.s. since you're not reading the thread, do not dye the quiver (if you really must use it).
Hey everyone, it's Andy. I am back.
Previously, on MC+ Mods:
- I have updated a large section of the mods to 1.8, but by that time 1.10 already came out. And while working on 1.10, 1.12 came out (which I'll talk about later)-- there is just not enough time to possibly update all of some 40+ mods to the requested versions (I believe it was both 1.7.10 and the new one). Because of this (and simply because I am human), I will probably only be able to maintain one version of the mods.
But also I would like some feedback on which mods you guys actually are looking forward to. I'm thinking of discontinuing some of the less popular ones to cut back on the work load, and enable me to focus my energy on the more relevant ones. I know the pigeon mod is a favorite among a few (and myself), and that is close to being finished (of course, no release dates yet).
To any developer who is interested: (if not, skip this block)
Through the years of modding, I have developed an api I believe that really streamlines the boilerplate code and provides some very useful tools that I find myself using quite often. It's been refined and reworked continuously, and I believe on the next release of MC+, I will also release the api for public use. It auto-localizes, auto-generates model files, blockstates, lang files, etc. It also provides in-code generation of all resource files (since I'm not a resource pack maker, I'd rather program ;). with the exception of textures) and simplifies registration of most objects in game to single lines. And, to the best of my ability, enforces proper modding habits. I will give further information on this when it comes time for it.
On the flip side, I have decided to update to 1.9.4:
Now I can see why people would think this is strange.
"Why not maintain the 1.7.10 version? That's where most mods are."
- Well, dear sir / madam, 1.7.10, although a versatile and fun workspace to mod, it is getting outdated. Excluding the content updates, the performance optimizations alone should be a clear reason to move on. Of course, larger mods that depend on things like complex custom item renderers are still unable to update because of this. But perhaps it is for the better, since rendering in such a way can cause major performance issues down the line.
"Why not update to 1.12? If 1.8 is better optimized, 1.12 is far better."
- Although that may be true, but the last major optimization to performance was in 1.9. But beyond that, I believe 1.12 made a big mistake in its design choices: in particular, the crafting book. (Be prepared for some game design.)
The mystery of a crafting recipe is a well regarded feature that enforces the idea of creativity, of endless possibilities. I remember the first time I played Minecraft, with no knowledge of anything about it. I was amazed by the endless possibilities. The ability to build anything. With a nudge from the Achievements in the right direction, I was able to get the proper necessities to survive and explore. The achievements didn't tell me what I had to do, but only suggested what can be done. This new found freedom was exhilarating and further encouraged the idea of exploration. But what really compounded the effect (in addition to the voxel-based world), was the implications of a pattern-based empty crafting grid. There wasn't a tutorial or a blueprint to tell you EXACTLY how and with what to make a pickaxe, as neither would there be a blueprint to tell you EXACTLY how to build your home. You were just told that something like this exists. This allows experimentation, which is a core aspect of Minecraft (the crafting grid is even designed to be memorable, as patterns are easily recognizable, unlike the traditional list of items other game crafting system use). Many of Minecraft's systems were designed around this idea: including the infamous redstone. It taught computer logic to people all over the world, but didn't tell them that that was what they were doing. They let themselves experiment and discover new possibilities.
With the crafting book, gone are the days where one searches the web for recipes and/or talk to others about how something is made. Every possible combination, every mystery, is displayed in front of you, at a click of a button. Particularly in the early stages of gameplay, this mystery is essential. At a start of any game, it is essential to establish player knowledge of the limits and possibilities. In some games, it is to recognize the scarcity of health, or in others, it is to realize that clicking on objects reveals further information. Minecraft needs to enforce the idea of creative freedom to create something within a set of tools (creative restraints if you will). Such as building in Minecraft, which is restrained by block types, sizes, colors, etc (sometimes physics), but it is a system that interacts with one another, not a how-to guide. If recipes are given to the player, both the tools and the instructions are handed to the player, completely skipping the "create something" process. This notion then implies to the player of something not akin to the overall Minecraft experience: hand-holding. I am not saying that Minecraft needs to be hard, but it should not tell you HOW to do something. Minecraft is a sandbox game. And I believe, the crux of the genre. A sandbox game should be about exploration of the systems, not a designed path through one. And it is strange that Minecraft is starting to go down the road that it completely diverges from in the first place.
Moreover, not only does this takes a step back from exploration and discovery, but also hinders the collaborative communication between players on forums and during play. With every recipe documented, it removes the joy of discovering new recipes and sharing this knowledge to newer players. One of the reasons for all of the nostalgic posts I've seen, berating the newer updates and glorifying older ones, was that this communication between players is slowly being diminished, or at least discouraged. The sense of mystery and exclusive knowledge is what brings together the Minecraft community, all the way from day one. A sense of belonging and, for the lack of a better term, community stems from these actions. It encourages teamwork and collaboration. The more experienced would share their knowledge to the newer players. And in turn, the newer players would tell the next players about what they have learned. Since there is no ingame source of this information, Minecraft becomes this secret that is cherished and shared between all Minecraft players, either through forums such as this, or youtube, or deviantart, or any other site.
But of course this seems to be stumbling into the problem of accessibility. Newer player would have a harder time getting into Minecraft, as it requires exclusive knowledge unattainable from the game. However, I do not believe this is a problem. For one, there exists too many resources, created by the community, that aid in easing in new players. But also, instead of giving in to the lack of accessible knowledge, Minecraft should encourage players to communicate, forming new relationships, sharing ideas, and encouraging cooperative play. In addition, this exclusive knowledge fosters a tighter community and connections on a personal level. And if the player wants to do independent play, then the player is playing Minecraft for the exploration, which brings us back to first argument. The crafting book pushes the idea of independence and accessibility a little too unnecessarily far.
Of course there exists mods that does this already, but they are optional. Also, their purpose is to efficiently organize hundreds of recipes, where the act of discovering and researching recipes (that may not be intuitive either) would take too long to be relevant. Whereas the crafting book simply reveals its contents like a dictionary or an instructional map. Minecraft has not yet reached the point where there exists too many recipes for newer players to learn (the difficulty curve is not even close to available mods or other games). And even if so, it should not be presented to the player from the get-go.
The crafting book does not reinforce and rather hinders the core Minecraft design of creativity, exploration, and community.
This is for the modders out there:
With that out of the way, let's talk about the modding community. Modders really don't like change (I, and probably you, can attest to this). Extra content is cool. New systems are great to play around with. But if you are telling me to rework my entire rendering setup that I've spent months building and refining, you better be joking. But of course, change is inevitable and often for the better. 1.7.10 is like the old 1.6.4, where a lot of old mods died and refused to update further. But I believe the difficulty to update shouldn't hold you back from updating. It helps you become a better programmer and even develop better skills in doing code maintenance (which I find lacking in the modding community), such as documentation, proper conventions, and error checking. Working with newer code may be less documented, but it will be better fine tuned and often optimized for smoother user experiences. The purpose of a mod is to share your play style, your ideas, with other players. Of course nostalgic mods can stay where they are, but if you don't have anything against the newer content (in other words, it doesn't contradict with your ideas), then you should always update (considering you have the time).
The above reasons are why I will not be updating to 1.12, nor maintaining 1.7.10. But to quickly explain why I chose 1.9.4, and why everyone else (who believes the above) should also, it is because:
1.9.4 is one of the last major optimizations. Future updates are more or less content updates.
It also retains most of what I believe is the look and feel (and ideology) of the original "vanilla" Minecraft.
1.9.4 is not 1.10, which is the beginning of the conflicting content ideas that diverge from the original. (Though there are good ideas, I'm thinking of porting back to 1.9.4)
1.9.4 is not 1.8, which is a bit underdeveloped in terms of code.
1.7.10 is getting dated, particularly in terms of optimizations.
It is also (relatively) easily update-able to future versions (which includes 1.10, 1.11, and 1.12 as of the time of this post) if there is a demand for it.
If you think I should update to a different version than 1.9.4, please feel free to convince me. I would like feedback.
Of course, if you don't believe in this view and want to petition for an update to a particular version, I may consider it as well.
Thanks for sticking around,
Andy
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...