Kukipett does too.
Anyway, Newbies on the forums, mods, or MC in general should wisen up a little on the subject of updating mods and how the hell on earth they work before posting a complaint about it not being updated. They should also read the rules, are such posts are considered spam and you could be reported (i think) for posting something of the sort
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Jan 9, 2014Goldenspacebiker posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
Nov 26, 2013Goldenspacebiker posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Slayer, although you did lose your girlfriend, you did something a lot of us on here haven't accomplished: getting a girlfriend in the first place. Most guys like us can hardly build up the guts to ask someone, and the chances of not being rejected are low. You achieved something few of us have. Even though she is gone, you still had good times with her (I'd assume). Treasure those memories.Posted in: Minecraft Mods
P.S: Eat some ice cream
Nov 18, 2013Goldenspacebiker posted a message on STAR WARS mod | Updated to 1.7.2 | New version 1.1.5f | Critical bugfix!Posted in: Minecraft ModsQuote from Trinicrafter10
Great job on 1.1.3b! Now,the last thing needed to perfect this mod is...
CMON DUDE HURRY UP WITH THE STARFIGHTERS!!
A moving entity that a player or two can hitch a ride on, fire cannons from, fly around in, and have an accurate model for is kinda hard to code.
But you can't have a starwars mod without star fighters, especially the iconic TIE Fighters and X-Wings (Although B-wings and Y- wings are cool too)
Can't forget the millennium falcon either
Nov 16, 2013Goldenspacebiker posted a message on Foundry: Melt ores and metals into liquid, cast them into other items.Question: Does this have NEI support?Posted in: Minecraft Mods
Oct 18, 2013Goldenspacebiker posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Posted in: Minecraft ModsQuote from Sick Of It All
So where can i get the older version of the mod , 1.4.7 exactly , i can't find it ANYWHERE and i wanna play it with my friends cuz seems it's the only one for SMP
Oct 10, 2013Has some promise, I may download this. However a screenshot of the dimension itself would be helpful.Posted in: Minecraft Mods
I would definitely suggest learning how to code in java, you get the hang of it after a little while, and allows for much better mods and more mod creating freedom than MCreator. You have a good start, keep going
Oct 9, 2013Goldenspacebiker posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]Posted in: Minecraft ModsQuote from PCAwesomeness
*sigh* I don't really think these are good ideas. Especially the Mutant Zombie Pigman.
Well, the reason why I don't like CaptainSparklez is because his fans keep on screaming about his song "Take Back The Night". Well, when I was looking up my regular stuff, and when I saw the poster for the song, guess what I saw! It was some wierdo fighting Herobrine! And also, people on this thread keep on ranting about that song and how the seemingly awesome mutant zombie pigman should be just like that seemingly shoddy undead porcine hulk.
If this makes you angry, then I'm sorry.
I'm not mad, you opinion is your opinion, which you are entitled to. Either way, the suggested models for the zombie pigman (5 arms or the Captain's) I think something could fit better, but if it had to be one of the two, I'd pick the captainsparklez model.
Dude... stop making posts about how your ideas are better than others, let other people do that. Complimenting yourself makes you seem arrogant and annoying, especially when you say "I hate it when people suggest mutant zombie pigman ideas, since I am most proud of my mutant zombie pigman idea, but if anybody else has any good ideas that could add to mine." You are saying that only your idea should be considered, and if anyone has any minor additions, then I might consider them, instead of saying something like this: I like my zombie pigman idea, I've been told it is pretty good, but if you have one, go ahead and say it, or add on to mine!
Quote from Tocaraca2
I love your thinking. Thanks for saying my mutant spider idea was better than the other persons. I hate it when people suggest mutant zombie pigman ideas, since I am most proud of my mutant zombie pigman idea, but if anybody else has any good ideas that could add to mine, I will edit the PM I sent the the hippomaster about my mutant ideas, and he might use it. I just love the idea of the mutant zombie pigman holding one massive sword, and a mutant wither skeleton holding 2 ninja stone swords. Check out my Mutant Creatures Ideas if you want to see them (note if you've already seen them ignore this post).
I am on PCawesomeness's side (:
Oct 4, 2013Goldenspacebiker posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]Guys, quit the idea spam, he already said that he didn't want it. Read the OP if you want proof. And I believe he said it was the spider he was working on. I'm not entirely sure, but this doesn't mean you can go spamming ideas about mutant wither skeletons, mutant boss mobs, mutant wolves, mutant squids, ETC until you know for sure hes working on it. Which means until he announces it, don't spam ideas. Hippo is probably trying to either A: Fix all bugs for the mutant skeleton/make him perform better. B: Fixing bugs overall, C: Beginning the base work of the next mob D: Improving his other mods or fixing their bugsPosted in: Minecraft Mods
Quote from TitanicExplosion
hey hippomaster, i am having trouble with Multiplayer, the game crashes because of the rendering, when you actually hit a player, the minecraft screen changes to the sky texture then it crashes, can you please fix this? (By the way, i am using 1.6.4, the newest version and also using the newest version of this mod.)
You're going to want to post a crashlog in spoilers if you want this fixed, most likely problem is you forgot animation API.
As a suggestion to prevent such problems, I believe hippomaster should include a version of animation API in the mod itself, or download the file with mutant creatures
Oct 2, 2013Goldenspacebiker posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Alright, now I feel like a real **** ._. Sorry if I sounded mean in my posts, Xolova.Posted in: Minecraft ModsQuote from insanity414all
he doesn't change the op because right now there's no need to, and he's said he's more than willing to change it when the need arises.
Edit: And xolo messed up the OP while adding an update, GOOD JOB! ;D
I guess I didn't realize you had updated the OP, my bad...
Oct 2, 2013We really need a new topic. Seriously. 1000 pages. Xolova isn't around to change things when they need changing. We need new OPPosted in: Minecraft Mods
Also, like the teamspeak setup, Insanity
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Jun 16, 2012Posted in: Minecraft Mods
The Betweenlands is a mod developed by the Angry Pixel modding group. This large and expansive mod adds a whole new dimension with a plethora of exciting new content that offers an exciting and challenging survival experience.
The Betweenlands dimension is a dark and mysterious realm where strange, monstrous creatures roam amongst the remnants of a long lost civilisation. Do you dare to explore?
Features include -
More information can be found on the mod's CurseForge page and on the official wiki.
- A complete independent survival experience with hours of gameplay
- A whole new dimension to survive in
- Many new creatures and monsters to fight
- Bosses to defeat
- Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
- An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
- A unique farming system with several new crop types
- Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
- Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
- Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
- Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
- Randomly occurring events, including changes in the weather as well as sometimes more supernatural occurrences
- Special built-in custom shader effects to make the worlds look even prettier
- Multiplayer compatibility so you can survive with your friends
- ...and much, much more!
The Betweenlands download
The Betweenlands on CurseForge
The Betweenlands repository on Github
For frequent news and updates, follow @BetweenlandsDev on Twitter
Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!
We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Nov 1, 2013bilde2910 posted a message on A note to people who think [mod name] has been updated to 1.7.2Hey therePosted in: Mods Discussion
I'm starting to get tired of the links being posted all over the Mods forums containing false download links to mods presumably for 1.7.2. The most popular one is Forge, whose page on 6minecraft has been posted at least 6 times already. I'll put up a little explanation to you here why this isn't legit (or why it may actually be, in some cases):
The Mod Coder Pack for 1.7.2 hasn't been released yet. This means that the only way of modding Minecraft is working with obfuscated code. I've done that myself, and I know it's a nightmare. What the Mod Coder Pack (MCP for short) does, is convert the meaningless class names (like, dx, acd, etc.) and the meaningless code those classes contain into something regular humans can understand. Needless to say, that's a huge help for everyone who tries to mod.
The more class files a mod has, the more code has to be converted to the obfuscated format, and the more errors the developer will get if trying to work with obfuscated code. That's why we don't have the bigger mods ever update to a Minecraft version before MCP comes out. Even just a single class file could produce over 100 errors, all of which have to be fixed manually.
Now, there are of course some mods who have updated early. These modders perform such a complex task to bring their mods to the starving community of players that everyone should be really grateful for it, if they use it. TooManyItems, for instance - I don't know how many people use that mod on a regular basis.
So, why are the links to sites like 6minecraft not legit? First of all, look at the titles of those pages. As an example, I'm going to use 6minecraft's page on the Forge API. The title of that page boasts "1.7.2/1.7.3/1.6.4". But wait a moment - isn't something obviously wrong with that? Yeah right, Minecraft 1.7.3 hasn't even been released yet. What we're talking about is Minecraft Beta 1.7.3. You should also note that Minecraft Forge's official website says that the latest version of Forge is for Minecraft 1.6.4.
The same thing goes for Rei's Minimap and other mods. Wouldn't it be reasonable that they update their Minecraft Forums topic or their official web pages before a scraping site like 6minecraft picks up the new version?
A general rule of thumb is to check the Minecraft Forums topic, official website or CurseForge pages for the latest version and verify that the version you're looking for has actually been released before you start throwing around links to other pages.
I hope I don't appear very angry in the above post. I don't mean to insult any one of you at all! If you feel I could correct something, or make this post be written in a kinder way, please tell me and I'll reword myself!
Thanks for reading my wall of text!
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