You might want to consider making it for 1.7.10 at least, since by the time you're finished, MC 1.8 will probably be the standard version for modding. By that time, 1.6 would seem like 1.2.5 does today: very old. Good luck and happy modding!
You might want to consider making it for 1.7.10 at least, since by the time you're finished, MC 1.8 will probably be the standard version for modding. By that time, 1.6 would seem like 1.2.5 does today: very old. Good luck and happy modding!
i tried to setup forge 1.7.2 multiple times and it failed but i will definitely try to get it to 1.7.10 before its first release
i tried to setup forge 1.7.2 multiple times and it failed but i will definitely try to get it to 1.7.10 before its first release
Modding in 1.7 is VERY different than modding in 1.6, especially setting up the environment with gradle. You would be better off starting from 1.7.10 instead of having to make massive updates like most mods are currently undergoing (and have been working on for several months). Pahimar's videos cover both IntelliJ and Eclipse IDE's, as well as setting it up with version control. If you haven't started already, I strongly suggest you start with 1.7.10.
Modding in 1.7 is VERY different than modding in 1.6, especially setting up the environment with gradle. You would be better off starting from 1.7.10 instead of having to make massive updates like most mods are currently undergoing (and have been working on for several months). Pahimar's videos cover both IntelliJ and Eclipse IDE's, as well as setting it up with version control. If you haven't started already, I strongly suggest you start with 1.7.10.
sadly i have already started coding it on 1.6.4 but i will do my best to update it at some point if enough people want me to
Also makes it more configurable, so you can remove parts if you so choose to or maybe to increase performance.
making parts removable would not be a smart idea the way this modpack works is there are 3 main themes tech, magic and nature they will all work with each other, so lets say you disabled tech then magic and nature wouldn't work as intended without there tech features/requirements
i tried to setup forge 1.7.2 multiple times and it failed but i will definitely try to get it to 1.7.10 before its first release
Modding in 1.7 is VERY different than modding in 1.6, especially setting up the environment with gradle. You would be better off starting from 1.7.10 instead of having to make massive updates like most mods are currently undergoing (and have been working on for several months). Pahimar's videos cover both IntelliJ and Eclipse IDE's, as well as setting it up with version control. If you haven't started already, I strongly suggest you start with 1.7.10.
sadly i have already started coding it on 1.6.4 but i will do my best to update it at some point if enough people want me to
I know you're added on skype but,
It could be like Tekkit classic
lots of people still play even though it's outdated
i like that idea thank you
Most FTB mods are already working on 1.7.10 updates, but be sure to code fast and brace yourself for Forge's biggest update. Good luck!
Thank you!
Add More Dimensions
make the mods in seperate files, it will make it easier to code and compile
Also makes it more configurable, so you can remove parts if you so choose to or maybe to increase performance.
教えて教えてよその仕組みを。
making parts removable would not be a smart idea the way this modpack works is there are 3 main themes tech, magic and nature they will all work with each other, so lets say you disabled tech then magic and nature wouldn't work as intended without there tech features/requirements
it will be easy
dimensions i will work on but i wont have to many of them maybe 2, 3 max
added you
Is this going to be the machine part of the pack, what do the items in your inventory do?
More Will Be Revealed On This When It Is More Finalized and yes it is the machine part