I'm not sure in what state of development you are sir, but i can't wait any more for the next update that has fix for shader bug
Hmm.... I'm in the middle of rather complicated design project... I've had to stop working on this for a bit. Expect updates after a couple months. I also want to wait and see how everything play's out on the modding front.
Ever since the bukkit DMCA, and Forge coming out and saying they were going to start supporting vanilla, I may have to wait for everything to settle and redesign. Then Minecraft was sold... which probably isn't that big of a deal, but none the less...
Development will be postponed for... at least a couple of weeks.
i totally understand, no one would want to start a project just to see the new company won't support modding at all, although as you said i think it will be ok even maybe better for modding
i totally understand, no one would want to start a project just to see the new company won't support modding at all, although as you said i think it will be ok even maybe better for modding
but, what did you mean by supporting vanilla?
Bukkit allowed a vanilla client to connect to a modded server. I didn't have to do anything on my end, but I can connect to a server that's running several pluggins.
Forge said they finally figured out a way to do something similar.... but I don't know what the implications of that are. It sounds like forge was going to extend a plugin system, that allowed vanilla clients to connect in a much similar fashion
Standard forge mods that reside on the server would probably have to be installed client side still... I don't see how that can change, but I don't know what that all means thusfar.
hmm, maybe that would be something like if the client don't have blah mod then don't show the blocks/items/entities or what ever, anyways that should not be related to the core lighting system because that is pure vanilla till this day, but the other issue with minecraft being sold is still valid, very good and valid reason.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hmm.... I'm in the middle of rather complicated design project... I've had to stop working on this for a bit. Expect updates after a couple months. I also want to wait and see how everything play's out on the modding front.
Ever since the bukkit DMCA, and Forge coming out and saying they were going to start supporting vanilla, I may have to wait for everything to settle and redesign. Then Minecraft was sold... which probably isn't that big of a deal, but none the less...
Development will be postponed for... at least a couple of weeks.
Forge supporting vanilla is probably good for Bukkit-style servers with Forge, probably not so good for reusing code.
Microsoft buying Minecraft...not sure. Probably not good, with Microsoft's history of ruining stuff.
Good luck, anyhoo! This is pretty awesome and I intend to make some things that hook into the API for it at some point. (Also, great choice on licensing, gotta love the WTFPL.)
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I'm on the CSM team, but I've retired from Minecraft modding for the most part. I made Cliffie's Goos.
I'm an old-timer, been around since Alpha. MC: Windows 10 edition is like the uncanny valley, almost modern Minecraft but off in every way.
I have an XBox tag, but only because I needed one to try the Windows 10 version. I don't have an XBox.
How does the news about eventually switching to Shaders in Minecraft 1.9 affects this awesome mod? Will it make it easier or same same?
Keep up the good work.
I won't know until I teach myself GLSL. I was shying away from that, however I had a number of people recommend to follow that route anyways. I was first thinking that I would somehow (and magically) maintain Optifine and Shader-Core compatibility by avoiding them, but the fixed function pipeline mess still broke those two... so I guess there's no good reason to avoid it anymore...
In the long term, I think this would allow localize several changes into one shader (I think that's how that works), which would make things a whole lot nicer for a lot of reasons, but I have no clue what that would actually look like, or how it would would mess with mod-compatibility.
Considering I don't have time to work on this right now, my speculations are limited, but when I have time to come back, I'm already considering a complete rewrite. I look forward to the upcoming changes. They sound like a lot of work, but they also sound like they'll make the mod more awesome.
Hey, um, do you mind if I use this mod in my modpack?
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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Well first of all, you should ask yourself what kind of "modpack" you want to make.
If it's an official public modpack you want to make available on a website or a launcher I would advice against using this mod in it. While it has reached a rather stable state, there are still some major issues with it and as CptCpaceToaster mentioned, he will be kinda mia for at least a couple of weeks, which makes support via updates a pain if not impossible.
If it's a private "modpack" only you and maybe some friends want to use, you don't really need to ask for permission in the first place. You clutter threads with it and it can be quite annoying to be honest.
If nothing of the above is the case, you can also refer to the WTFPL license this mod has as stated in the OP and do whatever the [I don't want to get another warning] you want with it.
Yeah, that's what I needed. It's going to be public, but I forgot about the issues currently within this mod. And I forgot about that licence.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Yeah, that's what I needed. It's going to be public, but I forgot about the issues currently within this mod. And I forgot about that licence.
No worries.
But yes... sadly, this mod isn't the most stable thing in the world, and it introduces a couple of rendering issues that can easily detract from the colored lights experience. (I'm looking at YOU nether, lava, chests, half slabs, and other non-solid blocks)
I wouldn't recommend throwing it in a mod pack, but that's not stopping anyone from still trying to do it anyways Remember... when the mod is still in Beta... it's still in beta. It's lacking the final polish and working mechanics that you would want to have for a full release.
But yes... sadly, this mod isn't the most stable thing in the world, and it introduces a couple of rendering issues that can easily detract from the colored lights experience. (I'm looking at YOU nether, lava, chests, half slabs, and other non-solid blocks)
I wouldn't recommend throwing it in a mod pack, but that's not stopping anyone from still trying to do it anyways Remember... when the mod is still in Beta... it's still in beta. It's lacking the final polish and working mechanics that you would want to have for a full release.
That, and <3 the wtfpl.
Well, I do have anxiety and GAD, and I don't think the rendering on Carpenter's Blocks will also prevent colourful lighting from passing, since the maker of that mod already said he can't do it or something like that. And okay then, and thanks, I guess..
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Would it be hard to implement a system for flickering lights? That would be pretty cool, being able to dynamically change the brightness of a block as well as the colour.
Hmm.... I'm in the middle of rather complicated design project... I've had to stop working on this for a bit. Expect updates after a couple months. I also want to wait and see how everything play's out on the modding front.
Ever since the bukkit DMCA, and Forge coming out and saying they were going to start supporting vanilla, I may have to wait for everything to settle and redesign. Then Minecraft was sold... which probably isn't that big of a deal, but none the less...
Development will be postponed for... at least a couple of weeks.
but, what did you mean by supporting vanilla?
Bukkit allowed a vanilla client to connect to a modded server. I didn't have to do anything on my end, but I can connect to a server that's running several pluggins.
Forge said they finally figured out a way to do something similar.... but I don't know what the implications of that are. It sounds like forge was going to extend a plugin system, that allowed vanilla clients to connect in a much similar fashion
Standard forge mods that reside on the server would probably have to be installed client side still... I don't see how that can change, but I don't know what that all means thusfar.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Forge supporting vanilla is probably good for Bukkit-style servers with Forge, probably not so good for reusing code.
Microsoft buying Minecraft...not sure. Probably not good, with Microsoft's history of ruining stuff.
Good luck, anyhoo! This is pretty awesome and I intend to make some things that hook into the API for it at some point. (Also, great choice on licensing, gotta love the WTFPL.)
I'm on the CSM team, but I've retired from Minecraft modding for the most part. I made Cliffie's Goos.
I'm an old-timer, been around since Alpha. MC: Windows 10 edition is like the uncanny valley, almost modern Minecraft but off in every way.
I have an XBox tag, but only because I needed one to try the Windows 10 version. I don't have an XBox.
I could even load a world with it and it worked...i am just realy suprised by that
I won't know until I teach myself GLSL. I was shying away from that, however I had a number of people recommend to follow that route anyways. I was first thinking that I would somehow (and magically) maintain Optifine and Shader-Core compatibility by avoiding them, but the fixed function pipeline mess still broke those two... so I guess there's no good reason to avoid it anymore...
In the long term, I think this would allow localize several changes into one shader (I think that's how that works), which would make things a whole lot nicer for a lot of reasons, but I have no clue what that would actually look like, or how it would would mess with mod-compatibility.
Considering I don't have time to work on this right now, my speculations are limited, but when I have time to come back, I'm already considering a complete rewrite. I look forward to the upcoming changes. They sound like a lot of work, but they also sound like they'll make the mod more awesome.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272478-1-7-10-dynamic-lights-handheld-torches-moving
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}
Click on this spoiler to see mods and ideas that I support!
Yeah, that's what I needed. It's going to be public, but I forgot about the issues currently within this mod. And I forgot about that licence.
Click on this spoiler to see mods and ideas that I support!
No worries.
But yes... sadly, this mod isn't the most stable thing in the world, and it introduces a couple of rendering issues that can easily detract from the colored lights experience. (I'm looking at YOU nether, lava, chests, half slabs, and other non-solid blocks)
I wouldn't recommend throwing it in a mod pack, but that's not stopping anyone from still trying to do it anyways Remember... when the mod is still in Beta... it's still in beta. It's lacking the final polish and working mechanics that you would want to have for a full release.
That, and <3 the wtfpl.
Well, I do have anxiety and GAD, and I don't think the rendering on Carpenter's Blocks will also prevent colourful lighting from passing, since the maker of that mod already said he can't do it or something like that. And okay then, and thanks, I guess..
Click on this spoiler to see mods and ideas that I support!
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
http://www.wtfpl.net/
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}