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    posted a message on Planttech 1.7.3 [55000+ Downloads] Now completely different!

    I don't think that JEI has made any changes to their API in the update from 1.8.9 to 1.9.0. I found that simple JEI integration works in 1.9.0 even if you compile against the 1.8.9 version of JEI (that's what I did in Base Metals). Here's my JEI implementation: https://github.com/cyanobacterium/BaseMetals/tree/master/src/main/java/cyano/basemetals/jei

    Posted in: Minecraft Mods
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    posted a message on Mineralogy Mod

    Cool! Thanks for the link.

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    I'm trying to test Tech Reborn, but the T.R. machines keep exploding (and I haven't even connected them to Power Advantage power sources yet).


    Why do a lot of tech mods have exploding cables and machines? It's not a fun game mechanic and real-world machines don't explode when you give them too much voltage (they just trip a circuit breaker).


    EDIT: I did some hacker stuff and discovered that Tech Reborn uses its own API that mirrors the Redstone Flux API. I should be able to make converter blocks and cable compatibility for the mod pretty easily. But first, sleepy time!

    Posted in: Mods Discussion
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    I'll have another update this weekend with Steam Advantage and (hopefully) Electric Advantage. I'll test it with Prorgessive Automation and RFTools (and give NeoTech another go). After that, let's see if we can collectively make a 1.9 technology mod-pack targeting Forge build 1854.Having such a mod-pack will also be useful to the larger community.


    Note that all Power Advantage machines also conduct power of the same type that they use or produce, so you can just place an infinite power block next to a machine to test it. Also, Minecraft now has a built-in Rotate function for blocks, so I have duly updated the Rotation Wrench to use the Minecraft Rotate function, but I suspect that most mod authors are not yet aware of this new feature, so that's another thing worth testing.


    Side note: I pick my Forge build numbers based on the time between updates in the release log. A bunch of updates in a short time could mean active debugging (and therefore known but unresolved bugs), so I go for builds that came near the end of the author's work day without a bunch of updates immediately before it.

    Posted in: Mods Discussion
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    posted a message on Mineralogy Mod

    Drown earth? Gley? What are those?

    Posted in: Minecraft Mods
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    posted a message on DrCyano's Base Metals

    @Werff & Landau_TST: I'll do another balancing update in a bit.


    However, I do not set the damage on a per-metal basis (except for lead), but use a mathematic formula to convert the metal's hardness into armor and damage values and convert the metal's strength into durability. The default metals in Minecraft used to kinda do the same, but in 1.9 it appears they were re-balanced based on game fairness considerations (i.e. make gold not useless). This makes it tricky to do any fine-tuning of the balance because if I make bronze worse than iron, then steel will probably be worse than iron too. If you could come up with a list of equivalances for the most useful metal/alloys (such as bronze damage/protection equals iron and bronze durability equals stone), than I can calibrate the formulas to match expectations.


    Also, it is NOT my goal to make all metals useful. I want metals to be generally balanced against the rest of Minecraft, but some metals just suck (e.g. copper and tin).

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    I respect your heroic effort, Majestyc2k1.


    That's interesting that Curse uses at that particular version. It means that most 1.9 mods won't work with the Curse launcher than because of the major refactor in build 1810 and another at a few versions later.


    @Kalmondo: The main reason for the bias towards Curse projects is that CurseForge has an excellent mod search interface. I wish there were more sites like that. I prefer to do my distribution through github, but I made Curse project pages too so that my mods could be found.

    Posted in: Mods Discussion
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    posted a message on DrCyano's Base Metals

    @MMario128: I just included Minecraft textures in the assets folder in the Base Metals mod. I added the rust to make the difference between iron and steel more obvious. As always, if you don't like what a mod does with vanilla textures, you can always make a resource pack from the default Minecraft assets folder (or install one of the many high-quality resource packs available online).

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    @Zoomturd: Is it a Java problem or graphics card problem?


    @Alas74: It probably needs a slightly older Forge build. The Forge team is busy refactoring their code, so a 1.9 mod is only going to work with a small number of Forge versions.

    Posted in: Mods Discussion
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    So I got Progressive Automation, O. A. Reborn, and Plant Tech to run in Minecraft 1.9. Of these, Progressive Automation works great with Power Advantage, O. A. Reborn seems to not be accepting energy from my mod (but does accept energy from Progressive Automation), and Plant Tech has its own power system unlike anything else.


    Any other tech mods that I could try? The Mantle library crashes on start-up, so I can't try Tinkers Construct.

    Posted in: Mods Discussion
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    posted a message on Planttech 1.7.3 [55000+ Downloads] Now completely different!

    Hello!


    I love the concept behind this mod and I think it's pretty cool! I know that the machines in this mod are powered by the sunergy, but do you think it would make sense to be able to power them with electricity too? If so, then I'd like to add compatibility with Power Advantage (for Minecraft 1.9), if that is possible.


    Let me know what you think.


    EDIT: Also: Kaneka, I give you full permission to pirate my power conduit json models and Power Advantage code if you want to make your plant wires look more like wires.

    Posted in: Minecraft Mods
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    posted a message on Testing Tech Mods in 1.9, Help Needed!

    Hi everyone!


    I just updated my Power Advantage tech mod to Minecraft 1.9 and I want to test its interaction with other technology mods.


    I went to the CurseForge website and downloaded a bunch of mods labeled "1.9", but most of them crash on start-up (I'm using Forge build 1832). I need your help tracking down 1.9 tech mods that actually work so that I can confirm whether my own mod is compatible with theirs.


    If there aren't many tech mods in a runnable state right now, then I'd settle for a short list of the ones that people are most excited about so that I can at least ensure compatibility with those when they become stable.


    Thanks in advance!

    Posted in: Mods Discussion
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    posted a message on DrCyano's Base Metals

    New Base Metals version: Base Metals v2.1.1


    Use with Forge build 1832

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    I'll look into the Hydraulicraft pump issue when I have time, but right now I have good news:


    Power Advantage has been updated to Minecraft 1.9!


    Power Advantage v2.0.0


    The add-on mods will soon follow. Note that Forge is in a state of rapid development, so while I compiled Power Advantage (and Base Metals v2.1.1) with Forge build 1832, it might not work with the latest forge build or with older builds.

    Posted in: Minecraft Mods
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    posted a message on Dr. Cyano's Wonderful Wands and Wizarding Robes

    Update to 1.9 is in progress, but I'm going to finish updating my tech mods first.


    Minecraft 1.7.x was the buggiest run of all the (non-beta) Minecraft versions because Mojang (and Forge) transitioned from the number-based system of Minecraft 1.6 and earlier (all the way back to infdev) to the text-based registry system of Minecraft 1.8 and later. If ever there was a Minecraft version to skip in your mod development, it was 1.7


    After all, do you remember when Mojang announced (I think it was with update 1.7.3) that you had to visit all of your Nether Fortresses before the following update came out or they would stop spawning wither skeletons? Or what about the fact that the Forge auto-ID system that is lurking beneath the named registry wasn't smart enough to avoid the manually specified ID numbers added by other mods, causing your mod to crash as punishment for doing things the correct way whenever a user adds another mod that still uses the older way (resulting in the crash reports going to you instead of the offending mod author)? Or when Forge finally removed the old block registry (for 1.7.10) and all blocks and items in your world added by older mods would disappear from the world, even with the updated mod installed? In fact, this last point would sometimes happen with my newer mods if I simply re-arranged the order in which I add my items to the game in my mod's initialization step (changing the order of initialization changed their auto-ID numbers, causing world corruption).


    As you probably already knew, I hate modding 1.7 (for all the reasons listed above and more), but I do recognize that it was during Minecraft 1.7 that the Forge API became mature enough that most mods did not need to introduce their own hacks to make things work (it was all those redundant hacks that made mods unstable in previous Minecraft versions). Minecraft 1.8 is just the logical conclusion of the development over the course of Minecraft 1.7 and as proof to the this fact, Mods written for Minecraft 1.8.0 require no significant changes to update to 1.8.9 or even 1.9 because the core of Minecraft was essentially "done" as of version 1.8.0.

    Posted in: Minecraft Mods
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