Quote from BigGrayGolem
So you don't think he should improve the voices because it might hinder his joy, but you have 500 other lengthy ideas on what he should do.
Got it.
Now you're just being obnoxious.
I specifically said it was all daydreaming, of "what if" scenarios.
0
Much of this idea reminds me of the CaveGen mod from back in the Minecraft 1.2.5/1.3.2 days; there was plenty of spelunking potential, with the prime idea to be "underground" as the main adventure. Some of CaveGen's features were a little buggy back then, but oh how I loved to explore the deep dark caverns....
Ah, dang. Now I went and got myself all sentimental for caves....
0
I've been gone from the forums for some time, so forgive me if my memories of the earlier details escape me.
@0bsidianWolf
It wouldn't have to be a *literal* Minecraft chest; it could be a *chest-like* part of the boat model. The boat, as an entity, could implement the IInventory interface and provide access to any inventory-management features. Or so I assume.
Perhaps "boarding a ship" (especially one that allows for multiple crew slots) is done in the same fashion as opening a GuiScreen; there may be a role for a commander who sets a long-range destination; a navigator who pilots the vessel toward the destination; a quartermaster who does what the traditional quartermaster does; and so on. Any more crew could be boarding parties and defenders, if you wanted to go the route of piracy or such.
0
Oh, that's easy. The developer just needs to search the source code for uses of mw, and perhaps do a little "if...else" whether mw is null, to prevent such an issue.
0
Haha, nice....
0
Of those, I only use Facebook for farming the villes, and Steam, but infrequently at that. But, friend invite sent... ;-p
Eh? The original authors might release more? I had thought they had completely stepped away from the modding scene; guess I'll have to check their Github again. it's nice if they can pick it up again, I'm only wondering where that would leave my modding attempt(s): in the proverbial dust?
0
Eh, correction, I think I'm targeting development against 1.8.8 now...
0
I'm working on a 1.8.8 release.
Considering that I remember the Zabuton mod, I *might* include a little of that, too....
0
I don't know anything about Cauldron, I've never taken a look at it to know what that might entail, or even know how to find it. But I do know that Forge has had subscribable Events a long time now, for such things as server starting, started, unloading, and unloaded; world loading, saving, and unloading; chunk events like loading and unloading; player events like login and logoff; et cetera. In a Forge environment, no properly-written mod need ever crash a server or neglect to save persistent data.
I see the point on chunkloading; however, there may be a counter-point to that: what's the point of chunkloading to keep your automation going if I'm only base-building, when all I really ever need is usually within sight of my base anyway? (Well, when using a good seed, anyway, and bumping the vision range to maximum...)
0
Considering I've never played on any server, could you please clue me in on what issues you are speaking? so that I may know what to look for, in my own development. What happens to make them "game-breaking" and "server-crashing"?
0
^ Glad to be of help, er, at least a listening ear...
1
Well, yes, of course; this is a mod that is loved by many players (at least it used to be, when it was updated more often), and we who are working on a fork of it, do so because the original coder isn't releasing a modern version to match the newer versions of Minecraft. It's bound to be frustrating, but at least with multiple modders working on a version all their own, players will have a choice on which one they wish to support.
As far as different mods with different bugs, no developer is perfect. Strange fact: another old mod I'm working on called CaveGen (released by I Am David Minecraft) had separate sources for client-side and server-side targets. While trying to compare and merge the two source trees, I noticed that one block definition class had defined a hanging block with material "ice" on one side, and as material "plant" on the other side, as well as other different values on the two sides for the same block. That was originally made with ModLoader, but thankfully in Minecraft Forge we can now have one mod contain the logic for both server-side and client-side and reduce the errors from one developer having separate source code trees...
Minecraft modding is really an evolving art; even if Mojang does ever release its own mod API, I doubt any mod will be perfect when using it. But I would say, what you think of as the weakness of having multiple branches of an open mod, I would think of as its strength, because of freedom of choice. I would also hope that other modders making their own adaptation or version of the little maids mob mod would agree with me on that point.
0
Hmm. Puzzling. It might think it needs it if one of your other mods supports it via inter-mod communications; and in post #3575 you did say you were updating and adding mods, so... yeah, that happened. It's possible one of the modders copy-pasted example Waila code without fully understanding the dependency imposed upon the end-user.
And it's also not necessarily a matter of whether the class file exists or not, but also whether the developer did or did not write buggy code. At a guess, a percentage of errors approaching 100% are due to the developer's errors, because nearly all modern compilers and development environments are only too happy to tell the developer where the error is; but I've also seen a trend in some inexperienced programmers turning off the warnings -- shocking! Eh, it happens more often than one would suspect.
Beyond that, I'd have to admit to confusion. I've not used the player-form maid stuff, as it was only ever in my interest to have a staff of little maids, not my player-avatar being a maid as well. And I've only watched some Waila mod demonstration on YouTube when I briefly considered trying it, but never got around to it, nor do I use NEI. If you didn't already have Waila and didn't care to, you shouldn't need to, now, although adding it probably won't hurt anything, and at least that might eliminate that warning from the error-log. It's your choice.
Maybe, try taking a screenshot of your mod folder to show the mods and mod-related files (to save you from copy-paste file lists), and show it here or elsewhere? I'm sure you've looked at it a number of times, but maybe fresh eyes on the matter might see something...
(with the proviso, I'm not tech-support, I only play one for the sake of my family...)
0
FlutterWonder, the fourth line in that log would indicate it's something to do with WAILA. The WailaDataProvider class cannot be found... try checking if that's still in the mod path. -- Although at about line 30, I also see:
indicating some further error in texture-loading within mmmlibx.
0
Oh, hey all. It's been a while since I've posted here. Kuroneko, you haven't left permanently, have you? Are you still around here? When I saw your spoilered pic and comment on modding for another game, I seriously mental-pictured that "flipping tables" imagery. I can understand stepping away from a project for a while, but it'd be nice to see your posts once in a while here, too....
I had left the modding scene several months back, but am now (more or less) back again, in the Minecraft modding scene, much more or less the playing scene, ready to catch up on what I missed. Last time I was working on my own copy of this mod was in the Minecraft 1.7.2-1.7.10 days, with talk of 1.8 coming, and I'd just got a few fresh ideas on things to do. But I'm still working with the 1.6.x source code from where I left off, so my branch from the original littleMaidMob mod will be more a "Classic Maids" type of work, slowly updated to 1.8, and so it might not have the more recent features from other modders' releases. Still, it's something I'm working on....
And, oh boy has it taken a while to read through pages upon pages of comments. CaerMaster, I saw your suggestion (for maids planting, harvesting, auto-unloading inventory when full) and agree, it's something I have in mind for a future iteration of my copy. The "consuming far more sugar than they should" is a thing that has been known for a LOOOOOONNNG time; it should be easy enough to find what's happening, merely by looking for ALL instances of sugar items being used in code, and go from there. (Although some cases could still slip through where *that* wouldn't catch the errors...)
Someone else mentioned capturing maids with a net from another mod; theoretically, if you want maids to follow a player/master through a portal into another dimension, this should be possible without having to use other means. The "EntiityAI*" classes which control following the maid's master or chasing their targets should be easy enough to adapt to also check the player's/target's dimension, although I don't know if any enemy mobs could or do go through portals for a maid to want to follow -- it'd perhaps be a bit weird to have maids transfer between dimensions searching for hostile zombie pigmen or something ... uh, unless -- a new AI mode for having maids haul items across dimensions, where pipe systems would not work through a portal... hmmm.. I may think on that.... Nah, wouldn't work. Well, maybe, but only with a little coaxing... ;-p
0
Well, I, for one, am attempting to get back to development (after having been gone for so long). So much is different for 1.8 that, if I get it working for 1.8, I may not go back to updating for previous versions of Minecraft. (I still do have other mods I wanna get back to, as well....)