Quote from LordFokas
I'd rather have Mojang enhance Minecrafts engine, such as creating support for colored lights (and I mean really colored lights, not that half-assed thing Notch put there in 1.8) and moving lights (like a move-able light emitting entity) and leave modding to modders.
Minecraft Forge is already THE Modding API, and there's no way Mojang will ever develop an API as good as Forge, both because Forge already has a lot of time in advance, and because of the coding skills gap between them. Anyone who sets up MCP and compares Mojang's code vs Forge's notices the difference.
In the end, all you'll end up doing is load Minecraft with more code, that besides not being used by most people (seriously, you can't expect a first release to beat Forge's history, and modders to just move from Forge to MC API just because it's new and ''official''), will be slowing the game down even more, which will affect low-end machine users.
Also, you'll just be wasting a release to give players something they already have, or give them a worse version of it, while doing what you've been doing since Beta 1.7: Waste a release to implement something that has already been done in a Mod, but buggier. And besides a buggier implementation of what has already been made, you're turning your amazing Sandbox game into an RPG.
(1.7: Pistons, already existed, 1.8: Villages, it's 1.3.2 and Millenaire's are still better; 1.9: enchantments: been done before; 1.2: jungles, cats: more biomes and more creatures? where have I seen that before?)
Also remember that not everyone wants an RPG. Minecraft gained popularity as a Sandbox game. If players want RPG features, more animals, more biomes, machines, there are mods that do that. Having those 'optional' features being there by default isn't as optional as it could, mainly on SMP (the fun part of MC), where other players can take advantage of them over players that don't feel like using them. Even mods allow to disable features we don't want from that mod...
You should just focus on making the game run on less CPU cost, and probably move some rendering stuff to the graphics card. Maybe use a greater version of OpenGL? with 1.1 it can run on machines from the late 90's, but no machine from that time has the CPU power to run this game, so it kind of defeats the purpose...
And those were my 2 cents.
Took the words straight out of my mouth.
Please mojang, already learned how to mod twice, once with modloader, then with forge. I'm not learning again a third time.
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https://drone.io/github.com/Cephrus/Elite-Armageddon/files
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Any errors or screenshots?
Is the mod loading?
If you can give me some more information I may be able to help you.
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The beta versions are isolated to the overworld, more options later. I don't know about the release.
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That wont be so easy when the glass constantly breaks.
I'll make it harder when I have the patience to continue programming.
I'm kinda busy with other life commitments, so I haven't been able to do much for a while. Soon, though.
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I might implement something similar to your first suggestion in the future. Your second suggestion is already implemented and in effect, and to my knowledge glass is refined molten sand, and it would be more realistic to turn it into lava.
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Hi. You've provided me with virtually no information. I cannot help you.
Sincerely,
That Mod Author Whom You Didn't Give Enough Information To
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But the update does.
I plan to use 1.7.10 for the time being, probably updating to 1.9 if it's any better.
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Not at all.
I'm saying in general people think of the mod authors working for them instead of modding for personal reasons. If you look at xycraft's thread, you can see (constant ETAs and stuff).
Also, everything is json modelled now (including items/blocks/entities/anything you see in the world).
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I understand, many people are under the assumption that the mod authors work for them.
Anyway modders' biggest enemy is json right now, and it doesn't look like it's gonna get any better for a while.
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Read up on json modelling, it's the reason large mods aren't updating.
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Maybe it's an incompatibility then?
I'll send it to the mod authors.
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I get this error when Extra Cells is installed, but without it it's fine.
It occurs whenever I enter the world. Sometimes the game force-quits, other times it takes me to the multiplayer screen (from singleplayer). I can usually see the world for a brief moment before the error but that is all.
The crash is different every time.
One of the logs is here, courtesy of FTB copying the entire log into pastebin. My apologies. (This log causes the return to multiplayer screen)
The second log is below: (This one exits the game)
java.lang.ClassCastException: moze_intel.projecte.gameObjs.tiles.TransmuteTile cannot be cast to com.brandon3055.draconicevolution.common.tileentities.TileGrinder
at com.brandon3055.draconicevolution.common.blocks.machine.Grinder.func_149673_e(Grinder.java:82) ~[Grinder.class:?]
at net.minecraft.client.renderer.RenderBlocks.func_147793_a(RenderBlocks.java:8227) ~[blm.class:?]
at net.minecraft.client.renderer.RenderBlocks.func_147751_a(RenderBlocks.java:4549) ~[blm.class:?]
at net.minecraft.client.renderer.RenderBlocks.func_147784_q(RenderBlocks.java:4247) ~[blm.class:?]
at net.minecraft.client.renderer.RenderBlocks.func_147805_b(RenderBlocks.java:255) ~[blm.class:?]
at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:181) ~[blo.class:?]
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1530) ~[bma.class:?]
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1187) ~[blt.class:?]
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1011) ~[blt.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) [bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_75]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_75]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_75]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_75]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
[00:38:23] [Client thread/INFO] [Mantle-STDERR]: [net.minecraft.client.Minecraft]: ---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 6/21/15 12:38 AM
Description: Unexpected error
java.lang.ClassCastException: moze_intel.projecte.gameObjs.tiles.TransmuteTile cannot be cast to com.brandon3055.draconicevolution.common.tileentities.TileGrinder
at com.brandon3055.draconicevolution.common.blocks.machine.Grinder.func_149673_e(Grinder.java:82)
at net.minecraft.client.renderer.RenderBlocks.func_147793_a(RenderBlocks.java:8227)
at net.minecraft.client.renderer.RenderBlocks.func_147751_a(RenderBlocks.java:4549)
at net.minecraft.client.renderer.RenderBlocks.func_147784_q(RenderBlocks.java:4247)
at net.minecraft.client.renderer.RenderBlocks.func_147805_b(RenderBlocks.java:255)
at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:181)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1530)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1187)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1011)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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.brandon3055.draconicevolution.common.blocks.machine.Grinder.func_149673_e(Grinder.java:82)
at net.minecraft.client.renderer.RenderBlocks.func_147793_a(RenderBlocks.java:8227)
at net.minecraft.client.renderer.RenderBlocks.func_147751_a(RenderBlocks.java:4549)
at net.minecraft.client.renderer.RenderBlocks.func_147784_q(RenderBlocks.java:4247)
at net.minecraft.client.renderer.RenderBlocks.func_147805_b(RenderBlocks.java:255)
at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:181)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1530)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1187)
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I'm currently developing a mod, named Nothing Matters (for now at least). It had a thread, but it's not updated (at all). The mod will be tech/space themed. I have already planned quite a bit of it out and have some code already written.
The basic idea of the mod is semi-realistic technological progression, beginning from very early game to late game. I plan to use the RF API and create a system for Mechanical Power. If you would like additional details I can provide them.
I am looking mainly for modders with rendering experience and Container/GUI programming (I am terrible at rendering, and my attempts at containers haven't turned out that greatly).
Credit will be given to people who contribute. The mod has no current plans to be open source, but I'll probably release it when I'm finished with it. I don't like voice chat, and mainly communicate via PM.
If you are interested, you can reply here or in a PM and I'll sort things out. All contributions are appreciated
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Next release.
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On CurseForge.