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Sep 30, 2016FyberOptic posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot modsPosted in: Minecraft Mods
Sep 28, 2016FyberOptic posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot modsOkay folks, for the fancy new 1.11 snapshot of 16w39a you'll need DynamicMappings 028. But due to some internal changes made to that for other things I've been working on recently, MeddleAPI also needed a very minor update. So you'll want to grab 1.0.7 of that.Posted in: Minecraft Mods
Until further notice you need to disable LeafDecay because it crashes the game at startup, and DoubleDoors will simply refuse to load due to a broken mapping. Both of these fail for the same reason (a change to onNeighborBlockChange). I'll fix them ASAP.
Thought about it! Just haven't gotten around to it.
Aug 17, 2016FyberOptic posted a message on [1.11 Snapshot] MeddleGuide - View recipes, even with vanilla clients!Posted in: Minecraft Mods
Updated this to work properly on the 1.11 snapshots. You can't set ItemStacks to null anymore without chaos.
Aug 17, 2016FyberOptic posted a message on [1.11 Snapshot] Heavy Meddle - Embrace your inner lumberjack!FYI, I updated this to work with the current 1.11 snapshot. Only needed a minor tweak.Posted in: Minecraft Mods
When chopping down a tree, does the heavy axe check for wood connected to leaves; ie. two dark oak trees next to eachother with leaves touching but the wood is not touching. Asking because some modded axes that chop trees down will chop multiple trees down even if their leaves are touching.
I also have some suggestions. Have multiple axes corresponding to the vanilla tool tiers (wood->stone->iron->gold->diamond). The different tiers would be crafted with the blocks of the corresponding material: block of gold/iron/diamond. Since there is no blocks of wood or stone probably shouldn't add those, also since they would be available at start of game.
I apparently overlooked the notification and never noticed you asked anything, so this is long after the fact! But it doesn't continue beyond the leaf blocks, so the other trees should be fine unless they have wood blocks that are physically touching and of the same type.
Aug 16, 2016Had to tweak this slightly due to changes made in the 1.11 snapshots. Grab the latest if you want to use it on 16w32b.Posted in: Minecraft Mods
I'd have to look to be sure, but I believe they change the doors directly, bypassing how this mod works unfortunately.
Aug 12, 2016FyberOptic posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot modsPosted in: Minecraft Mods
There's a DynamicMappings now available for the 1.11 snapshot, 16w32b, but don't count on anything else working just yet! I thought I'd put it up for those of you who want it for development purposes.
May 19, 2016Posted in: Minecraft Mods
I put up a DynamicMappings 025 for the Minecraft 1.10 snapshot (16w20a). It wasn't as drastic of an update as I thought, they mostly changed the logging system and made some of the strings I detect a bit different.
I haven't added 025 to the maven yet because there are people who automatically pull from there to update their servers, and they likely are all running 1.9 at the moment. I honestly didn't think far enough ahead to consider how we would handle different Minecraft versions when the time came, because 1.9 was nowhere even near launch when I started all this. I started to just call it 1.10-025, but then realized that could screw up version sorting, so I'm open to getting a consensus as to what's easiest for people to work around.
Honestly, I'm starting to lean towards just dropping 1.9 support altogether and just remaining a bleeding-edge API, and that would solve all of these problems. Maintaining two versions when I barely have time for the one lately doesn't seem a very good use of time, after all.
Apr 27, 2016Posted in: Minecraft Mods
Just a quick update, since everything broke. DynamicMappings is updated for 1.9.3-pre2. You'll need to grab updates for LeafDecay and DoubleDoors as well since method signatures changed.
Feb 29, 2016Posted in: Minecraft Mods
I've awakened from my Minecraft slumber for the time being to at least make LeafDecay work again. BlockLeavesBase doesn't exist anymore, which is why DynamicMappings can't find it, and why that mod broke. The other two errors DynamicMappings gets at the moment regarding TileEntity stuff don't really matter, blocks were never quite fleshed out enough to make much use of it anyway (due to all the similar method signatures), and I don't think anyone out there was even using it.
Meanwhile, if you were having trouble with MultiMC and snapshots over the last few weeks, they've fixed that now, which I admit was also part of why I haven't spent much time on Minecraft lately. Mojang changed the format of the version JSONs slightly, which confused MultiMC. I didn't really want to resort to the vanilla launcher when my test bed is all set up in MultiMC.
1.9 released with various bugs so I'm sure we'll see some more point releases over the next few weeks, but maybe when it stabilizes we can consider using some static mappings along with the dynamic ones, which will make development a bit easier. There are aspects of MeddleAPI which I never really went too far into (like generating dynamic block/item IDs) simply because it took so long to create all the code sequences to find mappings for things.
Jan 14, 2016Posted in: Minecraft Mods
Unfortunately yeah, but it's just a visual thing. MeddleAPI will have to have an update so that I can add the functionality to tap into the new color override system they're using. It'll need a few more mappings as well. But at least it works for the moment.
Jan 14, 2016Posted in: Minecraft Mods
Hey look, a new snapshot!
I realize that development of this slowed down a lot (including not accepting a PR from someone on Github yet, I just need to look over it still). I kind of took a break from Minecraft for a bit while working on other stuff, since Meddle is still a hobby project and I unfortunately have to prioritize it accordingly. But I got back into the swing of Minecraft a bit lately to update some of my mods to 1.8.9, and now we get a snapshot so I've gotten back to this as well.
So, DynamicMappings 023 is out for 16w02a. This also meant updating JourneyStone to v1.0.3, since they changed how sounds are played yet again, so you'll want to go grab it as well. A few mappings have been removed from this build of DynamicMappings, primarily for specifying override colors for blocks and items, because that's all removed from the Block and Item classes and is now handled in a totally separate class. I haven't mapped any of that yet, since I at least wanted to make a release that'll work on this snapshot. You can read more about those changes over here. I did at least map the fields of the new sounds category enum class, since you need that to play sounds.
I'll go back over the thread and reply to questions, so don't think I ignored you if you didn't get an answer yet. I just wanted to get a release out for the moment.
Dec 2, 2015Posted in: Minecraft Mods
It turns out 15w49a is not a stable snapshot, but I've updated for it anyway, and hopefully tomorrow's snapshot won't break it. Go grab DynamicMappings 22 if you want, but you'll also want to go get JourneyStone 1.0.2 if you use that mod since method signatures changed that it uses.
Items breaking crashes the game, just so you know. Hopefully they'll fix it tomorrow.
lol nice name. As for Simple Refinement, I thought about merging aspects of that into Heavy Meddle, but we'll see.
A basic example of the sort of 'modpack' would be RFtools. There's tons of general stuff useful on its own (like the crafter and builder) but it's all integrated with the dimensions stuff which is a much less general tool, something people might not want. Or even your mods, imagine if you were to make a modpack with them... simply because those were all the mods YOU wanted but you've got over a dozen already. But using 1 jar where users might not be able to disable (or repackage/use alone if you so choose) FireSpread or BabyBuster isn't good, either. So part of it is modularity.
I get what you're saying, and it would be useful. There's no particular reason not to other than simply focusing on other things at the moment.
I've wanted to do a mod that does this too, actually. So we'll see. And thanks!
Nov 19, 2015Posted in: Minecraft Mods
Okay folks, 15w47a broke one mapping that wasn't being used, then 15w47b broke two more mappings, one of which used by FullyLoded. So we need an update this week after all, and DynamicMappings 021 is up.
This also means you need to update FullyLoded. But you might want to anyway, because I merged mellamokb's changes to add limits and specify metadata values, which means you can now mine andesite, granite, etc by the vein if you want.
I don't believe I added the mappings yet for the parts of the model system to do everything one might need to do, but I've been working towards porting LatticeMod since it's pretty simple, and they're required for that. I was just trying to finish off everything I needed in the Block class first. I'll get there eventually.
I noticed that someone made a mod like that early on, but I never played with it. Given their functionality, I've wanted to look into it sometime, cause it might be pretty useful.
I'll need more mappings in the entity classes to really get into that.
Is there any reason you have each piece of meddle separated? I understand that mods may not need MeddleAPI or even DynamicMappings, but can't these mods still run when they're included? Right now they're incredibly light, seems like it wouldn't have much negative impact if you had them install with the Meddle installer.
I didn't want people to have to fool with doing the install process every time I released an update to MeddleAPI (which used to include DynamicMappings), which was happening somewhat frequently at first, and there was no automatic installer method for Meddle back then which made it a pain. MeddleAPI is also likely to become more and more tied to specific versions, and I wanted to keep Meddle itself version-independent. I'd still like to use it to add coremod support to old versions like alpha, beta, and 1.2.5, all of which I still mod for on occasion.
I won't say that I might not eventually combine the three, just to ease distribution. But with 1.9 still in active development, it seems better to just keep things modular for now.
Have you thought about making DynamicMappings and MeddleAPI update automatically? It could be an option like 'use the newest version of Minecraft' in a way that only counts versions that have been updated for (like a versions.json for meddle... like you could say something like "15w47a requires build 020 and MeddleAPI v1.0.6" so when you upload that 15w47a (or any future versions) could be downloaded for meddle (or if new mappings aren't needed or you disabled checks, specifically if someone else did mappings).
Well if you run a server you can write scripts to fetch newest versions of Meddle/MeddleAPI/DynamicMappings from this. I know at least one person running their server like that. They've also been recommending I make some kind of loader for automatic client updates as well, which would obviously be advantageous. The only reason I haven't is basically finding time to do it. I'm already pretty behind on goals I'd like to have met.
Combo loading mods would be a nice thing to have Like if you put all of your jars in either a folder inside the meddle folder or inside a zip? That'd be great for users because not only would it allow modpacks to be a single download (including ones by mod creators for a mod with multiple independent features users might want to disable), users could group mods in a folder and (especially if from a modpack).
Modpacks should still be a single download that you just extract into wherever your instance will be. I haven't tried it, but I bet MultiMC's modpack functionality would also work with Meddle.
The only reason I haven't put out a proper Meddle modpack is because literally none of the launchers support things I need. Technic wouldn't let me pick 1.9, for example. Curse won't let me specify libraries or launch options in their manifest file format, and only they can add new APIs to the list. Stuff like that.
I even talked to one of the Curse developers at length in their chat, who seemed very knowledgeable and willing to help, and indicated he might could have manifest improvements added as soon as a week from then. But that very abruptly changed to "well we'll think about if Meddle becomes more popular", which felt to me like someone else put the brakes on him. That was months ago and I never heard a peep since, unfortunately.
If I understood many of your posts, the way you're developing Meddle&friends is making mods you feel comfortable making (read: won't break worlds in absence)... is that correct? So is it right in assuming you aren't putting much into making mappings/API more useful for making new blocks/items until 1.9 is released? I don't really understand why IDs are an issue, I thought that was the entire point of string IDs and mod namespaces... does that mean that vanilla didn't fully transfer to this system, or is there something I'm missing?
I'm not outright opposed to adding new blocks and items; I mean obviously I already have with a couple mods or so. I've even put a lot of work into fleshing out the Block class lately specifically to port some of my block-based mods. Dealing with IDs is still the nuisance, and last I checked (which has been a while), I hadn't mapped enough to bring over dynamic ID mapping from a 1.8 API I worked on before.
Minecraft 1.7 wasn't quite the miraculous improvement that a lot of people think. String IDs were added, sure, but the numeric IDs are still underneath, are still assigned manually, and there's no dynamic system or mechanism for adapting to ID changes (like when loading saves or connecting to servers). The elimination of manually specifying block IDs was entirely a Forge addition, taking advantage of some of the changes 1.7 made to do so. 1.8 made this somewhat worse because of the model system and block states, and how that data is stored in relation to the IDs. 1.9 hasn't done anything to change or improve that.
However, things like enchantments and potions have had the same sort of ID changes made that 1.7 did to blocks and items, so you can probably expect Forge/MeddleAPI/etc to make those work better in the future at least.
If my previous assumption is correct and you're focusing on making mods to test your
mettlemeddle, I have some suggestions for stuff I'd like (but don't want to make) although not sure how much they'd help as a sort of 'what's needed to solve this problem' to improve mappings/API:
Feel free (anyone!) to take any of these and run with them to make meddle mods. Or don't.
Some of those sound neat, and some certainly go into areas I haven't been for mappings and API functions yet, so you just might see a few in the future. Assuming someone else doesn't beat me to it (which they're certainly welcome to).
Nov 12, 2015Posted in: Minecraft Mods
Today's snapshot (15w46a) broke detection for a couple of things, but affected the detection of a ton of other mappings in the process, so DynamicMappings 020 is out to take care of that.
So i've thought about my suggestion of held torches emitting light, and maybe with the current mappings (i don't know anything about mods so hopefully i'm right about this) it would be possible by adding an invisible non-solid block with no hitbox named "itemlight" that emits light, that would be set inside the players head when a torch is held, and wich would automatically be destroyed when it's not inside a player holding a torch. Could that be possible?
There might still not be enough Block class mappings yet for that either, but I've been working on that in particular a lot lately. And performance-wise, you'd still be triggering block updates as you moved, similar to if you just changed the light levels around the player. I'm pretty sure that one of those two methods is likely how those kinds of mods have always worked, though, which is why they're hard on performance.
Some of the chunk update changes in 1.9 (done to improve performance, they said) might result in that kind of mod looking pretty bad at times, particularly when you get near chunk boundaries. Heavy Meddle is a good example of that, where leaves will sometimes just vanish suddenly in entire gobs instead of in rapid succession. There's also some lighting issues you might have noticed. You can plop torches down and sometimes a neighboring chunk just won't update, staying pitch black, with the neighboring chunk being lit well by the torch. Not sure if that's been fixed yet, they've been fixing a lot of bugs lately.
So a mod like this will either end up working better than previous versions due to performance improvements, or it'll end up being a showcase of 1.9's problems. I'm kind of curious to know which!
You're right, but given the choice between supporting an older version (when I'm not using any Java 8-specific features anyway), or having less users to help test, I'll choose the former. If it becomes an issue later then I'll require that folks update.
You'd need a tile entity to store the data and that class still isn't fleshed out yet. I've been wanting to get my Hopper Ducts mod ported though (part of why I've focused on the Block class so much lately) so I'll need it for that as well.
Entities have hardly any mappings, I haven't given them much attention at all yet. Items and blocks are a priority currently.
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Jun 17, 2015Posted in: News
But wouldn't the point of having nano or quantum armor, nano sabers, mining lasers, etc, be to make it easier to fight the ender dragon and other mobs in the game? I don't feel that it particularly changed the goal, it just offers a different path to accomplish it.
Jun 17, 2015Posted in: News
There's very few mods that change the fundamental nature of Minecraft. Those that tried still didn't really stray far from the core game, they generally just made it more complicated.
Minecraft clones are a dime a dozen nowadays it seems. None of them have achieved mass popularity because they all lack the charm that Minecraft always manages to hold onto, and regardless of what mods do to it. It reminds me of Wolf3d, where no matter what the community did, it was still distinctly Wolf3d underneath.
Apr 21, 2014I never expected to see any of my mods hit the front page, so it's certainly been a pleasant surprise. I appreciate everyone who took the time to leave some praise, and I'm glad that those who are trying it for the first time are enjoying it!Posted in: News
I do want to address something though, mostly because it's not the first time I've heard it. About six months ago I was surprised to find that Captain Sparklez did a review of one of the earlier versions of Redstone Paste. As with here, the response was positive overall, and it really made my day. But unfortunately the comments that stood out to me were people saying it was a RedPower clone, or a Project: Red clone. I felt like those people were overlooking my entire driving force behind Redstone Paste, which is to have total control over placement and direction. Nobody has ever actually named or accused me of copying the one thing which was the biggest inspiration: Space Station 13 wiring. In that game you can place wire in any direction on a tile. Ever since then I wanted redstone to behave the same way, despite SS13 only being a 2D game and the mechanics being much simpler. No other mod that I know of gives you that degree of control over redstone, and it wasn't until I started developing it that I started to see why! It was a challenge, to say the least.
It's also worth saying that a lot of the motivation behind mods of mine like Hopper Ducts and Redstone Paste comes from the time we have to wait for the bigger mods to be updated to new versions of Minecraft. For example, once we got to Minecraft 1.5, and RedPower stopped being updated, I was in the same boat as a lot of other people. I'd gotten a lot of use out of RP2, and now I was back to redstone staircases, back redstone torch towers, and back to laying down tons of repeaters to force redstone connect to a row of pistons or whatever (another driving force behind implementing SS13-style mechanics). But then MineFactory Reloaded came out with rednet cables and controllers, and that changed everything in my opinion. I felt like this was a great replacement, different and innovative enough to not just be a copy of what we'd seen before, and that I'd probably stick with that from then on. Well then it wasn't long until we got to Minecraft 1.6, and we're in the familiar situation again of waiting for mods to update. So, Hopper Ducts came about so that I didn't have to wait for mods like BuildCraft in the future, and Redstone Paste came about so that I didn't have to wait on mods like MFR, while also giving me the chance to finally implement my SS13-inspired mechanics. Keeping the mods simple and very vanilla-oriented is a big part of it, and is why I've decided against integrating things like Forge Multipart support. That would delay the time it takes for me to update significantly (FMP updated to 1.7 only recently, where as Redstone Paste as been updated for over two months), and requires people to include a mod they don't necessarily need, all of which kind of defeats my initial purpose.
So when I hear people say that any of my mods should be in the base game, then I feel like they "get" it. I'm pleased when people can appreciate the mods for being simple and meshing with the regular mechanics of the game. And I certainly have no problem with people telling me that they need the more advanced functionality of a mod like MFR, Red Logic, Project: Red, etc, because I enjoy logic circuits as much as the next geek. But cloning RedPower was never the motivation behind Redstone Paste, and I feel the exact opposite for the people who say that; that they don't "get" it, that they don't see the primary mechanic of the mod, and that's disappointing to me. At least on the super rare occasion that I was accused of copying Vertical Redstone then I could appreciate that the person has been around for a long time to even remember that one, because I honestly don't! But that mod behaved differently as well.
Anyway, I shouldn't focus on the negative when there's so much positive, but I just wanted folks to see the inspiration behind the mod. Go play Space Station 13 if you want to see where it all started!
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