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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TiredApathy»

    "I have an urge to call this intended behavior."

    Except that these blank crystals aren't actually an item, so they're technically a bug


    it's a byproduct of how all the crystals are actually the same item (ID wise) with different data from what i've been told.
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Draco18s»

    Had someone contact me recently willing to do it, so yes!
    I've been busy with other things (namely, real jobs) and its been kind of low on my task list.



    awesome to hear, this mod is definitely missed.
    Posted in: Minecraft Mods
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    posted a message on SchopCraft - An EnviroMine Revival, with Other Stuff

    any possibility that this is the mod that will finally stop me from using mods to cheat death in tough as nails?

    i honestly really dislike the way the heat simulation is done in tough as nails as well, i obviously don't know exactly how it works but from what i observe only the player actually has a temperature, everything else is either inert, heat source, or cold source but no actual temperature itself.


    plus, as soon as i get mod generators running tough as nails has exactly zero difficulty left, would there be any easy way for your mod to get a list of every block that consumes a burnable fuel and makes them a heat source by default?

    Posted in: WIP Mods
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    posted a message on Trying to find entity IDs, or names, or?

    you still have NEI instead of JEI, use the dumps functionality, man i need JEI to someday get on NEI's old level, cause it really doesn't come close.

    Posted in: Mods Discussion
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    posted a message on An interesting glitch in Biomes O' Plenty

    doesn't removing a mod in 1.7.10 scramble all the block IDs causing this?

    Posted in: Mods Discussion
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Geethebluesky»

    Yes, those issues have been reported a couple times.


    In TC6, Phials hold 10 Essentia, so 25 per jar.


    thanks for the confirmation, if i get no response common sense dictates i assume no one heard and repeat as necessary.


    Quote from AnrDaemon»

    But 256 IS a nice round number…


    ...of bytes. :P
    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Quote from CaerMaster»

    Crawling is really an important feature, yeah, sometimes as important as climbing. No disagreement there.



    There's a difference between identifying another mod's presence and enabling support for it, though, and having massively different code depending whether another mod is present or not because that mod chose to create its own player class from scratch and totally replace the vanilla player class rather than simply extending the vanilla class. Several other mod developers have called this out as a fundamental design error on Divisor's part. The fact that Smart Moving is so freaking awesomely useful does not negate that design error.


    it doesn't need to be "massively different" it just needs to go "oh you have smart moving, i'll disable the vanilla fallbacks and use the correct way" and that's about it, mod developers need to stop doing it wrong because it's easier is the real issue.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    are other people having desync issues fairly severely with the runic matrix pedestals as well as golems?

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from MrPistachios»


    should just need to give the players the permission I think?

    dynmap.marker.sign



    Quote from AnrDaemon»

    HOW to "give player permission" ?
    There's no "dynmap.*" permission node in FE list.



    Quote from 3damnmuch»

    to be entirely honest i've never seen that feature function either and this was trying it through an OPped player on the server, if there's a way to do it through the root login or some other way needed to enable it let me know cause anrdaemon is definitely not the only one having issues.


    still haven't had any luck with this, anyone?
    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Quote from CaerMaster»

    I agree on the mission critical score. Hey, vanilla, what do you mean I can't climb an obstacle that's only 2 blocks high? Almost every modern game in the world allows climbing obstacles. Most of them will let you jump up, grab, and scale an obstacle taller than you are — 3 blocks, say. Why can't Minecraft?

    You're wrong IMO about the API issue. Yes, there was an API. Yes, there was even a player model enhancer. Neither should have been necessary in the first place. It's not the responsibility of every other modder who touches the player model in any way to be compatible with Smart Moving. It's Smart Moving's responsibility to implement its modifications to the player model in a way that does not force other mods to jump through additional hoops to be compatible with Smart Moving. and de-facto have both a "Smart Moving present" and a "Smart Moving not present" version of their code. This is why Thermal Expansion implemented its own covers instead of staying multipart compatible: Building Forge Multipart compatibility into every multipartable piece in Thermal Expansion de facto meant that Thermal Expansion now had to require Forge Multipart.

    Of course, IMO in a perfect world vanilla Minecraft would adopt Smart Moving's extensions to the player model. And Gender's. But in a perfect world, vanilla Minecraft would adopt a lot of things that are now done by mods, and Mojang would reward the modders for their work. But the only case I'm aware of in which this has actually happened in vanilla Minecraft is vanilla horses. (Contrast with Forge where CoFH's Redstone Flux energy API has been almost universally adopted as the standard energy API. Though there are still holdouts of course ... I'm looking at you, IC².)



    you say neither should have been necessary in the first place, however if that were really the case divisor would have never seen fit to alter the minecraft player character and how it animates so drastically and smart moving would never have existed.

    i cannot agree.

    i also can't agree that one mod being able to identify another's presence is really that much to ask, no way in heck, not even remotely, i know for a fact versions of tinkers construct and natura confirm to each other their presence or lack thereof, there's no reason not to except being lazy was easier and sloppier.


    edit: to be clear, in my opinion smart moving should have been merged with forge or vanilla years ago, it's really silly why they still haven't to be honest either.


    lastly, the crawling is the big feature for me, do not want to play without.

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Gammaboy»

    I doubt that this bug is a responsibility on this end of things. Azanor would probably get to fixing this, so if you haven't already posted on his github I suggest going there first


    azanor stated he cannot fix it on his end, you have been corrected.
    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Quote from CaerMaster»

    If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.


    smart moving is a mission critical mod in my opinion, visual only glitches aren't even an annoyance unless i hit f5 by mistake.

    also there's been a very easy to use API that other mods could and should have been plugging into to fix that issue for YEARS, smart moving has already bent over backwards trying to help, screw them if they don't care enough to fix their problems.
    Posted in: Minecraft Mods
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    posted a message on How many mods ya'll got?
    Quote from Blackadder303»

    Holy crap dude! Pays to be rich (Not in an offending way or anything, so no offense if you are)

    I'm lucky to have even gotten the PC i have now.


    it's not so much being rich as it is computer replacing every other entertainment device (it's also my home theater) and i upgrade on at least a 5+ year cycle.
    Posted in: Mods Discussion
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    posted a message on Smart Moving
    Quote from ScienceDrummer»

    So wait, are people actually trying to recreate or port the mod over to 1.12.2?


    we hope? but it looks like the only fork i see is even with the main one so i doubt he actually did anything.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    i hope we get a new version to fix the desync issues sometime soon, i only get a visually correct golem to what it actually is if i break and replace them about 3 times on average, also the runic matrix has very severe desync issues with the pedestals, if something gets knocked off you have to right click twice otherwise it will stay glitched visually but not actually on the pedestal.

    Posted in: Minecraft Mods
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