I dont know how closely you have been following thaumcraft, but Azanor has left modding indefinitely. he says baubles will stay updated, but thaumcraft is dead in 1.8.
But i am glad you are working so hard to update mods to 1.11 (soon to be out of date) by spam posting "plz update"
If you have anything more recent, i'd love to see it. Nobody is spamming a thing. The reason i'm updating some of the old favorites of the community to 1.11 is because it's the most recent build as is becoming the 'go to' version currently for modded MC. I am also pushing a few to 1.10 as a favor to some who don't wish to go to 1.11 yet, which is understandable. I am trying to keep tabs on Black because i'd like to know if I need to do this one myself or not.
Either way, get out of that dark room and lose some of your negativity, bud. The end of your post made you sound like a keyboard warrior.
EDIT - Just checked your post history and now it makes sense. You're salty of people who like the newer builds beyond 1.7.10 for some reason? I'll leave you to stew on that. Stop living in the past, kiddo.
Well, I don't know how far I'll get -- I have several projects going, yet find my motivation, in general, decreasing as I play the game less -- and, the amount of free time I have is subject to change at any time. I do think that 1.10.2 is a good springboard for 1.11.2, since a lot of changes occur in the versions between, especially 1.8 and 1.9. 1.11's biggest change is in how mobs are named and accessed.
As for the 1.12 plan, my understanding was always that that would be a hybrid of MF1 and MF2 rather than an update of either. More like MF1 with some MF2 crafting ideas worked in -- but I don't know, I just know that's what Mangoose was proposing on the MF1 forums -- but basically a new mod.
One thing I've learned though is that in the end mods come and go -- Dungeon Mobs, a favorite of mine, I suspect is dead (and closed source), as are a lot of other great mods. Some are picked up by other modders, only to have those eventually stop (example, the Gotolink updates). It's not surprising in a way, as people come and go from the community and maintaining mobs isn't always easy. I have it easy with my mod because it only touches Minecraft in a few places to hook into the world generator, get the biome, and place some blocks, and it has its own abstraction layer for blocks. That's also one challenge for I have in trying to update MF2 -- I mostly a beginner with most aspects of modding (making blocks and mobs, using events, etc.). Even when you know how its supposed to work in one version, Mojang (or the Forge team) can throw you a curveball at any time.
Mods update when they can, the popular version for mods always lags behind the latest version of the game. 1.11 will be the where mods are at eventually, though Minecraft 1.12 or 1.13 may by out them. I get my popularity estimates by Doomlike Dungeons downloads -- on the latest version its currently 141k for 1.10.x (all compatible), 44k for 1.7.10, and 23k for 1.11.2. I suspect compatibility with other mods the main cause for something like this, until harder to update mods either catch up or are abandoned.
We'll see what comes of this -- updating MF2 versus creating a new "Minefantasy Reforged" mod. However, I have looked at MF2 in 1.10.2, and have started fixing some things, just no promises -- if I manage that I may try for 1.11.2, but right now I've already started with 1.10.2, and for all I know, Minefantasy Reforged for 1.12 may already be under development by then,
Well, I don't know how far I'll get -- I have several projects going, yet find my motivation, in general, decreasing as I play the game less -- and, the amount of free time I have is subject to change at any time. I do think that 1.10.2 is a good springboard for 1.11.2, since a lot of changes occur in the versions between, especially 1.8 and 1.9. 1.11's biggest change is in how mobs are named and accessed.
As for the 1.12 plan, my understanding was always that that would be a hybrid of MF1 and MF2 rather than an update of either. More like MF1 with some MF2 crafting ideas worked in -- but I don't know, I just know that's what Mangoose was proposing on the MF1 forums -- but basically a new mod.
One thing I've learned though is that in the end mods come and go -- Dungeon Mobs, a favorite of mine, I suspect is dead (and closed source), as are a lot of other great mods. Some are picked up by other modders, only to have those eventually stop (example, the Gotolink updates). It's not surprising in a way, as people come and go from the community and maintaining mobs isn't always easy. I have it easy with my mod because it only touches Minecraft in a few places to hook into the world generator, get the biome, and place some blocks, and it has its own abstraction layer for blocks. That's also one challenge for I have in trying to update MF2 -- I mostly a beginner with most aspects of modding (making blocks and mobs, using events, etc.). Even when you know how its supposed to work in one version, Mojang (or the Forge team) can throw you a curveball at any time.
Mods update when they can, the popular version for mods always lags behind the latest version of the game. 1.11 will be the where mods are at eventually, though Minecraft 1.12 or 1.13 may by out them. I get my popularity estimates by Doomlike Dungeons downloads -- on the latest version its currently 141k for 1.10.x (all compatible), 44k for 1.7.10, and 23k for 1.11.2. I suspect compatibility with other mods the main cause for something like this, until harder to update mods either catch up or are abandoned.
We'll see what comes of this -- updating MF2 versus creating a new "Minefantasy Reforged" mod. However, I have looked at MF2 in 1.10.2, and have started fixing some things, just no promises -- if I manage that I may try for 1.11.2, but right now I've already started with 1.10.2, and for all I know, Minefantasy Reforged for 1.12 may already be under development by then,
Well put. Should you ever cease your attempt, and if you wouldn't mind, send your work over to me and i'll finish it up. Thank you, Black.
Currently using the 1.7.10 version in a wip modpack, and I noticed spiders are creating cobwebs everywhere. I can't confirm which mod is causing this, but suspect it's this one. Can you verify if MF2 is doing this, and if so, how can I disable it? Thanks
Well put. Should you ever cease your attempt, and if you wouldn't mind, send your work over to me and i'll finish it up. Thank you, Black.
We'll see. For now I've gone ahead and created a fork with MC1.10.2 branch for anyone who wants to follow along or help out. Hopefully this way its not directly interaction with AP's base code but should be easily integrate if desired.
Currently using the 1.7.10 version in a wip modpack, and I noticed spiders are creating cobwebs everywhere. I can't confirm which mod is causing this, but suspect it's this one. Can you verify if MF2 is doing this, and if so, how can I disable it? Thanks
Are you using Dungeon Mobs? It could be cave fishers doing that -- at least I blamed them, though I don't know it to be true.
If you have anything more recent, i'd love to see it. Nobody is spamming a thing. The reason i'm updating some of the old favorites of the community to 1.11 is because it's the most recent build as is becoming the 'go to' version currently for modded MC. I am also pushing a few to 1.10 as a favor to some who don't wish to go to 1.11 yet, which is understandable. I am trying to keep tabs on Black because i'd like to know if I need to do this one myself or not.
Either way, get out of that dark room and lose some of your negativity, bud. The end of your post made you sound like a keyboard warrior.
EDIT - Just checked your post history and now it makes sense. You're salty of people who like the newer builds beyond 1.7.10 for some reason? I'll leave you to stew on that. Stop living in the past, kiddo.
Are you using Dungeon Mobs? It could be cave fishers doing that -- at least I blamed them, though I don't know it to be true.
Nope. Only mods I know of that modify mobs are this one, maybe grimoire of gaia (but this was happening prior to adding it), just another spawner, animal plus (but only animals afaik), and perhaps better beginnings, which I'll ask that author next.
If it's not MF2, then that moves me one step closer to finding out which mod it is. Thanks!
Edit: after asking others, it does seem to be caused by this mod, but there seems to be no config for it. Could this be looked into? It's quite intrusive.
Hey SIrse could you compile a new version with this fix ( or just when you finish NEI integration?) Also you did something with hit sounds in MF weapons? When i hit i mob now there is no sound ( using your last updated version).
Nope. Only mods I know of that modify mobs are this one, maybe grimoire of gaia (but this was happening prior to adding it), just another spawner, animal plus (but only animals afaik), and perhaps better beginnings, which I'll ask that author next.
If it's not MF2, then that moves me one step closer to finding out which mod it is. Thanks!
Edit: after asking others, it does seem to be caused by this mod, but there seems to be no config for it. Could this be looked into? It's quite intrusive.
I used to have JAS and animals + ( alongside othwer mods). I quit use Animals plus because it have some mobspamming issuis when combine with another mobs mods. Also i quit JAS too because itdo not quite work very well, even if you heavy configure it. The passive spawning and the constinuously spawn list override/cleasing that JAS do cause same weird things.
Hey SIrse could you compile a new version with this fix ( or just when you finish NEI integration?) Also you did something with hit sounds in MF weapons? When i hit i mob now there is no sound ( using your last updated version).
Can you attach logfile? I think this is assets-related issue.
UPD: Try to rename assets\minefantasy2\sounds\Weapon to lowercase (sounds/weapon)
Yeah, i'm aware Sirse. That's why i'm waiting for MF2 to get pushed forward.
https://www.reddit.com/r/Thaumcraft/comments/4v2pk8/roughly_when_110/
If you have anything more recent, i'd love to see it. Nobody is spamming a thing. The reason i'm updating some of the old favorites of the community to 1.11 is because it's the most recent build as is becoming the 'go to' version currently for modded MC. I am also pushing a few to 1.10 as a favor to some who don't wish to go to 1.11 yet, which is understandable. I am trying to keep tabs on Black because i'd like to know if I need to do this one myself or not.
Either way, get out of that dark room and lose some of your negativity, bud. The end of your post made you sound like a keyboard warrior.
EDIT - Just checked your post history and now it makes sense. You're salty of people who like the newer builds beyond 1.7.10 for some reason? I'll leave you to stew on that. Stop living in the past, kiddo.
Well, I don't know how far I'll get -- I have several projects going, yet find my motivation, in general, decreasing as I play the game less -- and, the amount of free time I have is subject to change at any time. I do think that 1.10.2 is a good springboard for 1.11.2, since a lot of changes occur in the versions between, especially 1.8 and 1.9. 1.11's biggest change is in how mobs are named and accessed.
As for the 1.12 plan, my understanding was always that that would be a hybrid of MF1 and MF2 rather than an update of either. More like MF1 with some MF2 crafting ideas worked in -- but I don't know, I just know that's what Mangoose was proposing on the MF1 forums -- but basically a new mod.
One thing I've learned though is that in the end mods come and go -- Dungeon Mobs, a favorite of mine, I suspect is dead (and closed source), as are a lot of other great mods. Some are picked up by other modders, only to have those eventually stop (example, the Gotolink updates). It's not surprising in a way, as people come and go from the community and maintaining mobs isn't always easy. I have it easy with my mod because it only touches Minecraft in a few places to hook into the world generator, get the biome, and place some blocks, and it has its own abstraction layer for blocks. That's also one challenge for I have in trying to update MF2 -- I mostly a beginner with most aspects of modding (making blocks and mobs, using events, etc.). Even when you know how its supposed to work in one version, Mojang (or the Forge team) can throw you a curveball at any time.
Mods update when they can, the popular version for mods always lags behind the latest version of the game. 1.11 will be the where mods are at eventually, though Minecraft 1.12 or 1.13 may by out them. I get my popularity estimates by Doomlike Dungeons downloads -- on the latest version its currently 141k for 1.10.x (all compatible), 44k for 1.7.10, and 23k for 1.11.2. I suspect compatibility with other mods the main cause for something like this, until harder to update mods either catch up or are abandoned.
We'll see what comes of this -- updating MF2 versus creating a new "Minefantasy Reforged" mod. However, I have looked at MF2 in 1.10.2, and have started fixing some things, just no promises -- if I manage that I may try for 1.11.2, but right now I've already started with 1.10.2, and for all I know, Minefantasy Reforged for 1.12 may already be under development by then,
Well put. Should you ever cease your attempt, and if you wouldn't mind, send your work over to me and i'll finish it up. Thank you, Black.
Currently using the 1.7.10 version in a wip modpack, and I noticed spiders are creating cobwebs everywhere. I can't confirm which mod is causing this, but suspect it's this one. Can you verify if MF2 is doing this, and if so, how can I disable it? Thanks
We'll see. For now I've gone ahead and created a fork with MC1.10.2 branch for anyone who wants to follow along or help out. Hopefully this way its not directly interaction with AP's base code but should be easily integrate if desired.
https://github.com/BlackJar72/MineFantasyII-Cont
Are you using Dungeon Mobs? It could be cave fishers doing that -- at least I blamed them, though I don't know it to be true.
>http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-on-hold?comment=38136
A comment from azanor a week ago, the rest is in the op of the thread.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Nope. Only mods I know of that modify mobs are this one, maybe grimoire of gaia (but this was happening prior to adding it), just another spawner, animal plus (but only animals afaik), and perhaps better beginnings, which I'll ask that author next.
If it's not MF2, then that moves me one step closer to finding out which mod it is. Thanks!
Edit: after asking others, it does seem to be caused by this mod, but there seems to be no config for it. Could this be looked into? It's quite intrusive.
Thank you for bringing something actually constructive into the conversation. I'll ask Azanor if he'd consider open-sourcing TC then.
Unofficial MF release, builded from latest sources with various fixes:
https://github.com/Sirse/MineFantasyII-Cont/releases
Cool beans.
-
Thank you!
EDIT: Any chance of fixing the known pig iron issue?
Sure, after NEI integration
UPD: Fixed, but steel now requires coal dust in anvil grid (to prevent recipe conflict). Logically steel should be produced in Blast Furnace with coke, maybe i will implement it little bit later (https://github.com/Sirse/MineFantasyII-Cont/commit/b02449233b43f0acc45e1ab8f91cf3fc99a1334f).
Since you're working on Integration, how's about some Thaumcraft or Metallurgy? I could make the sprites if needed.
Hey SIrse could you compile a new version with this fix ( or just when you finish NEI integration?) Also you did something with hit sounds in MF weapons? When i hit i mob now there is no sound ( using your last updated version).
@KOMPY 87
I used to have JAS and animals + ( alongside othwer mods). I quit use Animals plus because it have some mobspamming issuis when combine with another mobs mods. Also i quit JAS too because itdo not quite work very well, even if you heavy configure it. The passive spawning and the constinuously spawn list override/cleasing that JAS do cause same weird things.
Can you attach logfile? I think this is assets-related issue.
UPD: Try to rename assets\minefantasy2\sounds\Weapon to lowercase (sounds/weapon)
Compiled version (contains working NEI integration, but with some visual glitches) - https://mega.nz/#!QWgljb7C!MxGq-c4V189IlSfaDdgSU3kZdmuo5Vi324inFiJ8iKc
Thanks Sirse, it worked!!! The visual glitches are just leather related but its a nice job. Thank you.
Also, now NEI handlers incorrectly works with MF tools (it shows "Any" material instead requested), but i'm working on fix