Not dead, merely resting :-).
Seriously, this is not ready for multiplayer servers. Not when you have 30-40K block updates per tick.
Not dead, merely resting :-).
Seriously, this is not ready for multiplayer servers. Not when you have 30-40K block updates per tick.
Of course. If you have some good photos of interesting real-life spots in those places, I'm sure they can model those into the game.
Consider that from that post, until now, I could not even log on.
So, if you make a throw-away twitch account to sign up here, *log into that throw-away account on twitch BEFORE you attempt to login here.
Even just logging out of a twitch account used by someone else does not work -- you have to log in to your own throwaway. There is no option to say "No, that's not my twitch account".
Some people consider "f3" to be "cheating". You won't have that in real life (hmm ... need a new term there).
For this, I respond: If I were really there, I'd have a much better ability to see the area around me, and a little accidental mouse-flick would not have me completely confused as to where I was looking. Not all of the stone passage ways would look absolutely identical, and I could have some sort of bearing.
But ... well, I'm known to know my torches when placed, and recognize where I'm looking at just by seeing a few of my torches down. Heck, I have even spotted when the light being shown does NOT match a torch placed earlier (smooth lighting off and a good brightness gradient).
And yes, I do get lost underground. Given the rate at which caves loop, "POSH" does not always help. Signs however ...
All the work being done that I've seen on github is for 1.10 or higher.
There was some work done for 1.7 that was put on github by Benimatic that was not compiled. I haven't gotten around to testing it (some work-in-progress has been done, so there may be new bugs in it), but part of the fixes include a fix for the swamp colors that crashed Reasonable Realism.
In reading about the change to J9 making the G1GC collector the default, I came across this little bit of love:
Apache Lucene runs its full test suite for several years on many Oracle JDK versions, using different platform, bitness and garbage collector variants. This was introduced after the problems with the initial Java 7 GA release. Many bugs in the JVM were discovered by that approach. Unfortunately this also discovered some problems happening only when G1GC was used during tests: Sometimes the VM completely died or otherwise the resulting indexes were corrupt (which is worse), because Java wrote corrupted data to disk.
The reason for these problems is the increased complexity of G1GC that deeply interferes with the structures of the Hotspot VM. Due to the increased parallelism of G1, more memory barriers in the VM code are needed to comply with the Java Memory Model. And this is where Lucene’s problems came from. For this reason, Lucene and Elasticsearch developers currently recommend not using G1GC. This was also part of the mailing list discussion about JEP 248.
SEE ALSO: Getting the most out of your garbage collector
On the other hand Oracle works very much on G1 to guarantee speed and accuracy. When observing the Lucene builds during recent months, the Lucene team noticed that the errors initially seen no longer occurred. This is also consistent with the statement by Oracle that G1GC is “ready for production” in Java 8 Update 40.
So, somewhere around J8 U40, G1GC's bugs got fixed.
...some of the errors were never understood; they simply no longer occur – there is nothing more one knows about. But there is a lot going on until the release of Java 9, so hopefully the problems get understood.
... well, we hope the bugs are fixed, at least they don't seem to happen anymore :-).
It was not just ChromaticCraft.
An interesting point, related to that, but not related to Reika's stuff:
One important point in the discussion was brought in by Google. Google uses a modified CMS Collector in its data centres, which supposedly behaves better than G1GC. The proposal from these folks was to select the already well-proven CMS as a standard for Java 9.
This is interesting. Google modified CMS to improve it. Go Google! But Google did not provide that modification back to Oracle for Oracle to distribute to the rest of us. ... Umm, Go GPL???
(Forum bug: I attempted 4 different ways to put that paragraph inside the spoiler. It never stayed. Yucky forum.)
Umm ... if I understand what you are asking for, that's full machine learning AI, and well beyond this game.
ALCore update - 5.5.0
This mod is long long dead! Last version is for MC 1.7.10
WARNING: ENCHANTED PORTALS 3 IS INCOMPATIBLE WITH BLOCKESP, IT WILL CRASH IF YOU ENABLE BLOCKESP WITH THAT MOD INSTALLED AND A PORTAL IS IN RENDERING RANGE.
Edit: Every render mod is incompatible if you enable a rendering module except very few exceptions
Current version: 5.5.0a
Current API version (ALCore): 1.0.0
ALCore (REQUIERED FOR NEW VERSION, SAME INSTALLATION METHOD) http://adf.ly/w1Ls8
Old versions: http://adf.ly/UYv7z
Forge version: 10.13.2.1230
- Block Finder supports metadata.
- Block Finder now support block names (metadata can be used)
- Now uses ALCore.
- Fixed pinning.
- Fixed mod
- Fixed configs
- Added new gui handler, adds more compatibillity with other mods.
- Fixed crash with Pixelmon.
People who helped a loot
- Binkan Salaryman.
- Godshawk (3.4.1 and less code base).
- Halalaboos (ChestESP).
- Mentasys (Previous post).
- Exalm (Reflection and some code fixes).
- ReesZRB (Graphical User Interface for this mod).
- MrPonyCapitain (Many fixes and contributions to the code)
Do whatever you want, screw copyright
More information and downloads can be found on my site:
Notice to all Bug Reports:
If you are using any version other than the latest, try the new version before posting your report!
Note that they all require DragonAPI and Minecraft Forge for the appropriate Minecraft version. If using MagicLauncher, add them as external mods.
The mods have config files that allow you to change Block and Item IDs, and to control various other aspects of their behavior.
One word of warning: Changing Block IDs of existing worlds is likely to cause lost blocks at best and world corruption at worst (ClassCastException crash).
If you would like to use DragonAPI to help simplify and expand development of your own mod(s), go right ahead; To allow me to control versions, however, you may not distribute the compiled DragonAPI, and instead must link to this thread. The only exception to this rule is prefabricated modpacks like FTB, which may distribute my mods as part of them after getting my permission.
Even if your pack is intended for a private server, if it is freely available to others, it is a public pack.
Public modpacks must obtain permission; semi-private ones do not need permission, but I do appreciate being notified. Private packs do not need either permission or notification.
If you are using the mod on a server, it is automatically part of a public or semi-private pack and is thus bound by the relevant terms. Using the pack on a LAN counts as a private pack as long as the world is restricted to one home/office/school network and is not publicly available.
If you are using my mods in a pack, you are still bound by the rules, even if the pack has already received permission. Use of FTB or other approved packs rather than coming to me directly is not a magic pass to suddenly violate the terms.
If you wish to include any of my mods in any public or semi-private modpack, you must follow the rules:
A list of approved packs is here:
What NOT to do:
(Unless you want to make an idiot of yourself)
If you are blatantly rude with me and/or act like I have some duty to obey your every command, or you make absolutely no effort to do any effort or thinking yourself, or if you just send me hate mail, you run the risk of your posts being archived and the essence of your argument being used as an example of things only said by people with entitlement problems or intelligence deficits.
If you have a crash log, read through it before posting. I will do nothing but mock crashlogs that look something like these:
"RotaryCraft was not installed correctly: CONFLICT: ID 1028 is already occupied by RailCraft.blockRail when adding Reika.RotaryCraft.Blocks.BlockEngine. Check your IDs and change them if possible. This is NOT a mod bug. Do not post it to the mod website."
"RotaryCraft was not installed correctly: Error: Loading Cannot Continue. RotaryCraft requires DragonAPI!"
And if you do post a bug and I fix it, do not reply with "well where is my fixed upload then" 20 minutes later. If you do I will call you on it.
Mods and Downloads:
Information and downloads for my mods has been moved to my own website.
Terms and Conditions:
If you like any of these mods or want to help me develop them, feel free to use my Patreon or the links below. Every little bit helps me be able to keep working. Trust me, balancing this many mods with Engineering is not easy.
Wall of Fame:
Massive thanks to the users who took the time and money to donate. Your support is greatly appreciated.
MinecraftForum is completely unusable and does not let me edit this topic properly. This page will no longer be updated with new versions, but can still be used to download old, unsupported versions of the mod.
Download via CurseForge: http://minecraft.curseforge.com/mc-mods/227409-better-sprinting
Download via Minecraft-Modding.de: http://minecraft-modding.de/mods/better-sprinting-mod/
The sprinting system in Minecraft always felt unfinished and unrefined, but don't worry - Better Sprinting is here to save it and add a bunch of extra glitter!
List of features
- Sprint Hold key with an obvious function
- Sprint Toggle key which toggles between sprinting and walking
- Sneak Toggle key which toggles sneaking (opening GUIs makes you stand up until you close it)
- Option to turn on/off double tapping W
- Flying speed boost in creative mode (hold the sprint key)
- Option for sprinting in all directions (SP ONLY)
- Option to disable the mod without having to uninstall it
- Quickly access Better Sprinting settings in-game using O (can be configured)
- Slowly access Better Sprinting settings from the Controls menu
- Optional update notifications (checked once a day)
- The mod can also be installed on a server, and the /bettersprinting admin command lets you enable special features or automatically disable the mod on client side when people join
- If you don't have a Forge server, you can read all about implementing your own mod/plugin to benefit from the features
Download (Outdated Versions)
Visit one of the links on top of this post for Forge versions of Better Sprinting.
AdFly is an advertisement website that allows me to get some money from making mods. If you want to support me, click the adfly link, wait 5 seconds and click Skip Ad in top right corner.
These are installed straight into the minecraft jar files in .minecraft/versions folder. That makes mods highly incompatible and it is significantly more difficult to install mods that way. There will be no more updates for jar versions.
1.8 SSP (v14) - adfly non-adfly
1.7.10 SSP (v14) - adfly non-adfly
1.7.2 SSP (v13) - adfly non-adfly
1.7.2 SSP (v12) - adfly non-adfly
1.6.4 SSP (v11) - jar (adfly) forge (adfly) jar (non-adfly) forge (non-adfly)
1.6.2 SSP (v11) - jar (adfly) forge (adfly) jar (non-adfly) forge (non-adfly)
1.6.1 SSP (v10) - jar (adfly) forge (adfly) jar (non-adfly) forge (non-adfly)
1.5.2 SSP (v9) - adfly non-adfly
1.5.1 SSP (v9) - adfly non-adfly
1.5.1 SSP (v8) - adfly non-adfly
1.5 SSP (v7) - adfly non-adfly
1.4.7 SSP (v7) - adfly non-adfly
1.4.6 SSP (v6) - adfly non-adfly
1.4.5 SSP (v5) - adfly non-adfly
1.4.4 SSP (v5) - adfly non-adfly
1.4.2 SSP (v4) - adfly non-adfly
1.4 SSP (v4) - adfly non-adfly
1.3.2 SSP (v4) - adfly non-adfly
1.3.1 SSP (v3) - adfly non-adfly
1.2.5 SSP (v3) - adfly non-adfly SPC fix (install after installing both mods)
1.2.5 SSP (v2) - adfly non-adfly
1.2.5 SSP (v1) - adfly non-adfly
The easy one first. As far as I can tell, on the Mac, Magic Launcher wants to fake the home directory; that still requires you to have "Library/Application Support/Minecraft" under whatever directory you specify.
Now, the hard one. ThreeEye, please keep in mind that I am talking about 1.6.2. I don't think what you describe works.
*I am certain that installing forge mods in the minecraft jar file will FAIL. If I understand how internal mods work -- they are injected into the classpath -- then it will look very similar to being in the minecraft jar, and will not work.
Have you actually tested this in 1.6.2?
What I want to do:
1. Two different worlds. Slightly different sets of config files for the same mods. Because of this, I need two different directories for minecraft.
2. One of those worlds is a mostly private test world (I will need to get someone on briefly for a test.). The other happens to be shared with 4 other people. I need to get them a functional launcher/mod pack, given that neither the FTB launcher, nor MultiMc, works on 1.6.2, *and that they need to be able to use minecraft with a different config to talk to other worlds*.
In other words, there is no "one set of configs fits all" solution.
This is the key point that I don't know if you have actually tested. As I said, several of these mods have different files with the same name, and they won't work if you try to merge everything into the jar.
Now, I still need to give each setup a different directory because their config directories contain different things. So as long as I'm giving different config directories, what is lost by using different mods directories?
Some of my mod configs were "server-dependent", or "world-dependent"; others are client-side UI configs that needed to be kept the same across every instance.
And as I said, this goes against everything I've ever heard/seen, and what I've seen from people putting mods folder mods inside the jar.
If you've actually done it, and it works, I'll try it.
Ok, I've done some pretty extensive testing in creative, here is what I have found:Quote from 5thHorsemanI've actually thought about this, but never did the legwork and research to see what is needed. The perfect librarian is probably the easiest to get done especially if you start with a guy who already has a gold trade. I'm surprised it's just 9 trades. That seems pretty easy though the last few have got to be a chore to get even if you do start with gold. I guess what would make them perfect in Oceanblock is a paper trade, but I'd be happy also with buying a bookshelf as the final trade. They're pretty cheap and at worst you can eventually break them down and sell the books back to him, likely for the exact number of emeralds you paid for the shelves. The perfect butcher wouldn't be too bad either, with any "buy cooked meat" trade last or (my favorite) buying (char)coal. Though with the probability of that one, I can't see expecting it to show up last very often.I'd assume the book enchant can change, but only if the cost is lower than the last one. It probably generates a random book enchant for a random cost, and then (like with any other trade) sees if there's already a book enchant for more money already there. I'd like to test it though and you need to test to see what happens when the cost is the same, as there's no way to know how they programmed that even by guessing.