Minecraft updates are coming out so fast, mod developers are unable to keep up with the pace.
We're just now starting to see mods being updated for 1.2.4, and now 1.2.5 is right around the corner.
It wouldn't be so bad if the MC updates didn't break all the existing mods.
How about Mojang takes a little more time and doesn't update again until that mod API is ready?
- HeadHunter67
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Member for 13 years and 2 months
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Mar 29, 2012HeadHunter67 posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: News
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Mar 22, 2012HeadHunter67 posted a message on Minecraft: XBOX 360 Edition Release Date To Be AnnouncedSo... they have announced the date that they are going to announce the date?Posted in: News
That's the big news? -
Mar 16, 2012HeadHunter67 posted a message on Markus Persson Wins BAFTA Special AwardNow, Notch says it as "Mo-JANG", time and again, not "Mo-YANG" like everyone at Curse does.Posted in: News
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Sep 20, 2011HeadHunter67 posted a message on Nether Updates!I doubt they're any more durable than regular Netherrack, sadly. Which means you'll be out on a bridge and a Ghast will play dunk-tank with you... into lava.Posted in: News
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Aug 6, 2011HeadHunter67 posted a message on Bethesda, Mojang & "Scrolls"Maybe the people who made the film "Ninja Scroll" could sure Bethesda for using a "similar" name for their game years later. Then they'd see what it feels like to be on the receiving end.Posted in: News
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It has.
Reading is fundamental.
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NO.
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Probably a legion of stupid, impatient people that can't be bothered to read or think for themselves. You know, the ones asking when it will be updated, or where they can get an older version when the answer is on the previous page. Is that the sort of person you'd LIKE to be?
I'll bet it's easier for Mead to be nice than it is for all the aforementioned people to be smart - I don't blame him for choosing not to. I feel the same way.
If more people would use their head for something more than a hat rack, the world would be a happier place.
A chunkloader will load a 16x16 are, as well as each of the laterally adjacent chunks. You can press F9 to see chunk boundaries when a loading block is placed - the boundaries are blue, loaded chunks will have a red box in the center.
You need to place a chunkloader in every chunk you wish to keep loaded. It seems, from my experience, that this doesn't force chunks to load, as such, but rather keeps them from unloading for the remainder of your session. So when you restart the game, you may want to visit those chunks to load them again.
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I guess that answers my question. Anyone who asks for something when they don't even have the stuff to run it is a MORON.
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Do you all possess 1.2.4 compatible versions of SDK's Modloader MP and Forge, or are you just fools asking for something you can't even use yet?
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Were you expecting a personal reply? It's obvious that you didn't even bother to follow the thread for the intervening 20 pages.
Sorry, but conceirge service is not available with the free support package. (In fact, answers are optional).
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or just really late to the party.
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Not even close. "4F" is the Selective Service classification for "unfit for service".
You're right... you sure are.
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Excel's not a bad way to do this. Generally, I compile the list when I start a new build, before I begin playing. Load the game with whatever primary mods you use (for instance, BC, IC and RP). There shouldn't be any conflict among these. Close the game, look at the configs and note the IDs used. You shouldn't need to do them one at a time from the start, just don't dump in every single side mod and add-on yet.
This is also the best time to go into each config and make desired changes. Disable redundant cooper and tin generation in Forestry and IC2 (I recommend letting RedPower manage it because all ores, gems and dust use a single block ID). Disable the legacy tin block in Forestry and the legacy pipes in BuildCraft - that will free up several more block IDs for use, as well.
It may be helpful not only to note the mod, but what each specific block is. If you want to keep your install tidy (and assuming you're not playing SMP or with someone else's map), now is a good time to consolidate IDs wherever possible - to eliminate small gaps and account for wild variations in auto-assign.
After that, it's a simple matter of updating the list each time you add a new mod or add-on. This will allow you to do the same as before - changing IDs to be as close to the parent mod's range as possible. One of the benefits of this method is that when you add a larger mod, you'll have a broad consecutive range of open IDs to work with.