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    posted a message on Shaders Mod (updated by karyonix)
    Quote from EskimoNoise

    I think I only have one set of his shaders somewhere but as they're modified SEUS ones the cel shading option should still be in there

    Just look in final.fsh for //#define CEL_SHADING and delete the //


    Thank you, I will give that a try. I do think eventually having adjustable moon/sun might be nice, so that players with low quality shaders may have those cool lighting effects.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from EskimoNoise

    Is there any advantage to using the Naelego shaders over enabling cel shading in SEUS? Looks pretty cel shadery to me.



    SEUS doesn't work well with my nVidia card, does sildur's nVidia shader have that option? I was thinking of using cel shaders as an alternate in case my FPS gets too low to play.

    Here's a video of me with Sildur's nVidia shader and sixtygig texture pack, feel free to post it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from LeoTiger

    I want to use the SEUS texture pack fix with the bump wave shader, for the lighting effects it adds. I just need to be able to adjust the sunlight and maybe the moonlight. It is currently way too dark during the day, I mentioned the same thing to Naelego in his forum. Might make a nice adjustable feature if features get built in again soon. You'll see what I mean in the pictures of Naelego's shader.

    https://www.dropbox....cel shader post


    Hey EskimoNoise, I'm not sure if your helping with the GLSL shaders or maybe a friend of karyonix, but I didn't get a reponse. I'm not sure if you saw this or not, or if you'll see what I'm trying to point out, I like the moon/torch lighting. So I don't know what you think about it. If I could adjust the sun/moon brightness individually, I could make it look how I want. GLSL is awesome, thank you!

    http://s1301.photobu...r with SEUS fix
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] [Forge] KK's Simple Arrows Mod v1.1.05 (SSP/SMP)
    Thanky you Killiniador, and thanks for making the mod :) I look forward to your page updating and trying the mod out!

    I just thought of something for your mod on servers, only the player who fired any your arrows, may pick them up. A temporary value assigned, so that an arrow could still be traded and function properly.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] [Forge] KK's Simple Arrows Mod v1.1.05 (SSP/SMP)
    Quote from KILLINIADOR

    That is a topic hard to discuss... But funny how people start to complain even when you say that it should be optional.


    It's touchy, but I would want it to basically force people to fully utilize the Core mod they choose, making that world more unique (CORE mods are those huge mods that change lots of stuves). I even suggested that such a system could allow for servers to host modpacks with matching WOLRD and CORE mods even if the other mods don't match ^,^
    Posted in: Minecraft Mods
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    posted a message on A post I made in RP2 that I want more people to see
    Quote from Stormweaver

    So what does that make an uneducated one-man thread as yourself?

    I'd like to add a little bit of perspective here, if you don't mind. You're suggesting a system that requires, at minimum:
    - All (presumably forge) modders to split up and separate their mods internally so they act like redpower's modules
    - A couple of thousand man hours on top of the above to organise and balance each module against the others, and determine what bits need to get removed in favour of others
    - Modders to all agree on a minecraft version to update to, and to not update beyond that version till everyone is ready

    Now, what you propose is, in theory, a great idea. But it's like coding in theory; it looks nice on paper, but can't work. You're asking that people artificially tear up their creations, completely invalidating any thematic elements and character their mods have, since chances are that with your proposed system only a few will ever end up being able to experience the whole mod. You're asking that someone (I doubt it would be you, even if this got off the ground) wade through all the newly-made modules, doing mind-numbing comparisons and making sure that every version of something that every mod has is fully compatible with everything else. Then, you have to expect modders to sit and ignore the huge amounts of pressure from their respective communities to update - that on top of the pressure that comes from the fact that mojang versions tend to contain more than flashy things like hoppers and horses, things such as bugfixes and rebalances of their own.


    Most of the large mods I consider CORE mods already have modules, Thaumcraft and EE may not have modules, but it's basically all or nothing anyway.

    It doesn't have to be a perfect balance, just more balanced.

    They would prefer to do it that way, MineCraft bugs are Mojang's responsibility. Most of those bugs that get fixed are introduced by the new version series.

    Not really, most mods are not CORE mods, and a lot of mods don't affect balance negatively (Thirst mod is a Tweak). It might not include some mods right away, but suggestions would be given, basically adjusting values in code, which should really be configurable anyways... Allowing them to offer an alternate version of the mod. Like I said, 90%+ of people won't use it right away, if they want those mods. The easiest way to do most of this is for the Mojang API to provide Block ID/Item ID void value/s, that multiple things can be assigned to, that would turn them off and maybe remove them from the NEI window. Now you have a way to provide partial mods/modules by filtering blocks/items.

    Servers could possibly be hosted based on Core mods, something like BWG4 and biome mods would have to match too, maybe a WOLRD tab before CORE, MODules, and Tweaks. Allowing players with different mod selections on the same server, there's an idea! Something like that might encourage trading items! Adjustments may be needed to do this. The Mojang API could also allow you to only pick up items that are assigned values, other than void values.
    Posted in: Mods Discussion
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    posted a message on [1.6.2] [Forge] KK's Simple Arrows Mod v1.1.05 (SSP/SMP)
    No, because he's waiting for forge to fix a minecraft bug, that they really shouldn't have to be fixing, if we all agreed to stick with 1.4.7.

    What's the latest version that you have working? I can use different versions of MineCraft easily. If you post it, I will try it out, just let me know if it has the lastest changes made to it, so i can give accurate feedback.
    Posted in: Minecraft Mods
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    posted a message on A post I made in RP2 that I want more people to see
    You guys may be the majority, but an uneducated majority is not the community. Mod makers will agree with the me on picking a version, period. Everyone, even mod makers, are nervous about a mod filtering system, that's ok. It would be OPTIONAL, may never get implemented, and 90%+ wouldn't use it right away. Like I said, some people are afraid to mod MineCraft, because they don't want to ruin the experience. If you tried it, you may not like it, but you would realize, it's not as bad as you think it is now. Less Code, fewer items in the NEI window, stuff like that, removing mod interaction exploits and redundancies. If you don't use RP2 as your CORE it might take out blutricity, making power sources less confusing. I have an idea for a feedback system that could tell modders and Mojang, what mods and modules are being used, how many are being used, and in what orders they are being chosen. That doesn't include the self categorizing player feedback bugs/suggestions either. No one is forcing anything on anyone, except for those of you who want updates for new MineCraft versions, so you can have vanilla horses and vanilla hoppers... Mods will update new content for the version they agree on, and a lot more of it too. I'm not going to talk about the mod making process anymore, it's all in the thread, there's no need to repeat myself. I could probably go into more detail about the filtering system idea, but it may never get picked up, so I'm not sure if I want to, unless sincere questions are asked. Yes, I do want to improve my MineCraft experience, as well as everyone else's. Yes, I do have a passion for it, that's why I made the thread...
    Posted in: Mods Discussion
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    posted a message on A post I made in RP2 that I want more people to see
    Quote from dread_draco2

    In future, could you please address what you're replying to?
    To sum up the responses:
    "So?" / "And?"
    "What are you talking about?" / "What are you responding to?"



    Don't know what you're replying to.

    Yeah they do. So?

    I just joined what community?

    Uh... you know what Indev was, right? Indev was a stage of minecraft development pre-alpha.

    Uh what?
    How does RP2 come into anything? I love RP2, it's currently my favourite mod but that's hardly relevant to the discussion now, is it? - Stop bringing up RP2 for no reason.


    ...your point being?

    No.
    I don't see how you saying that this mod is so insanely configurable helps your argument.


    Nothing compared to RP2 in terms of what?
    Functionality? Yes.
    Use? Yes.
    Enjoyment? Yes.

    Work hours? God no. Testing every mod and then testing it with every other mod, to ensure every feature balances reasonably? That would be ridiculous.


    On what?


    You don't get it, it's not about you, it's about the community. You do not care about the community. A community is not a community without communication. Mods and forge updates have Indev stages too, what would indev MineCraft have to do with this conversation? You are willingly ignorant sir. Are you admitting your mod pack isn't balanced? ("TURBOTASTIC!"...) :P
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    Quote from dread_draco2

    I would appreciate it if you took responses that disagreed with you seriously.


    They haven't, because mods are mods - they are not a part of the game.
    They aren't their mods. They have no reason to balance someone else's modifications for the sake of their game - they've expressed interest in making mod development easier, not in controlling it.


    I never once assumed mod makers want what's best for me - by which I assume you mean a mod consumer as an individual (not literally me, a user with two posts on minecraftforum that they've never heard of). Nor have I assumed they want what's best for their community. Quite frankly, it's entirely right for them to not care whatsoever, why should they?



    I don't mean to get all slippery slope about this, but there are reasons all our mods aren't all running on infdev, and you should know them.


    Quite easily, actually.
    But yes, talking to mod developers does dramatically improve API development.
    That would be a great counterpoint, if it weren't for the fact I never said anything that would even suggest I opposed Mojang talking to mod developers.



    The system, as already expressed, is not worth implementing.
    Modloaders are literally there to make installing and uninstalling mods one of the easiest tasks possible.
    There is no reason for Mojang to put their time, money and effort into choosing your mods for you. There's often a mod I have issue with when I play a premade modpack. I take the mod out with negligible effort.


    Do you want Mojang to make your configs for you too? Should they come to your house and set your mouse to the optimal sensitivity, as well?
    And that's an unreasonable example to make, "mod configs don't let me make new minecraft mods"


    You might think "it's just something they can implement", but there is serious cost and effort into implementing even the tiniest of things. I'm not sure if you realise that they started rebuilding minecraft from scratch to start to implement modding API.

    This is entirely a matter of convenience. A very small convenience at that - and one that would ironically require an immense imbalance of effort, putting most of the weight on Mojang and very little on you. This improvement does not improve - it is literally as easy to disable a mod from most modpacks as it would be with this system.


    1. "Mojang is not associated with any of the mod developers."

    2. They also have every right to not allow modding.

    3. Two posts, you just joined the community, how do you know for sure?

    4. Indef mods shouldn't be expected to work perfectly, don't use them to play, use them to give feedback.

    5. I agree with you, you never did say that you opposed it, you said they don't associate themselves with mod developers.

    6. Yes you took the mod out, like with RP2 and then you want updates so you can have vanilla horses and vanilla hoppers.

    7. There are people who are afraid to use mods because they don't want to ruin the experience.

    8. Go grab block physics, delete all his configurations values and replace all of them, let's see how far you get. I will configure my own configs for my own mod packs.

    9. I would gladly help provide suggestions, feedback, and examples to Mojang for all of my ideas and even theirs.

    10. They have 200 million dollars, minus taxes and wages. It's more way than they started with, that they can reinvest into MineCraft, they are not worried about money. They are worried about adding too much content at once.

    11. A mod filtering gui and a feedback system? Those are nothing compared to, let's say RP2.

    12. I have responded to almost every single post, I don't follow you there.
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    Quote from dread_draco2

    I don't entirely understand what you're getting at - could you please clearly outline your points concisely (and quite frankly, to the point)

    It seems like you're saying Mojang should add a system to balance mods for you.
    If that isn't what you're saying, disregard this list.
    If it is, here are a few problems:
    • Mojang is not associated with any of the mod developers.
    • There are a large amount of modifications you can make to most mods via configs
    • Mojang does not have the time, money or will (nor should they) to individually assess even just the "main" (popular) mods
    • Mods have a lot of features. Games that have little to no mod base (aside cosmetic adjustments) often have trouble balancing their game. Why would you assume they could balance a large amount of content that they didn't create and don't know the use for? (EE2 on its own was not that imbalanced - the combination of automation and things like maceration and darkrooms were most of its imbalance)
    • This is why modpacks exist. Modpacks are just suggested combinations of mods that have a group supporting or backing, and make it easier to find a server or set up a pack.
    In other points, you seem to be trying to tell modders not to update until the latest release of a version.
    • I would assume mod authors would prefer their mods to be available on every different release, for obvious reasons.
    • Not every mod requires a large amount of updating - large mods like redpower are often the heaviest hit because they have to rely on a lot more features/classes
    • Believe it or not, occasionally mojang add decent features that make it worth updating to
    I'm sure there are many other points I haven't covered.

    When it comes to arguing,

    Please stop mentioning Eloraam and redpower. It's seriously undermining your argument - I can't tell if there is anything in the first paragraph or two that can be considered a point. Yes, she is a mod developer that has been hit hard by updates. She's not the only one, nor should you assume she's on your side. Have you asked her opinion? What if she disagrees? You can't demand attention by flailing around a name.

    I overemphasize this point because the majority of sentences in the OP have "eloraam" or "redpower" in them. It's not helping your case.


    $20 x 10 million = $200 million dollars (20,000,000.00), wtf are you talking about?

    They obviously have expressed concerns in maintaining balance, No one is forcing this balance on anyone, besides it's their game. They could drop it if they wanted to...

    Have you asked how the mod makers feel, instead of assuming that they want what's best for you, right now? Why do you want things you don't need? If you read the post, I wouldn't need to repeat myself... I want RP2 for my 1.5.x mod pack too, but I still support what Eloraam is doing.

    Yes they do add worthwhile features, is it worth crashing your mod pack for those features?

    How the **** do you expect them to come out with an API, if their not talking to the mod makers? I believe Dr. Zhark is even helping with their horses.

    "EE2 on its own was not that imbalanced - the combination of automation and things like maceration and darkrooms were most of its imbalance." The system would be designed to automatically fix this, so EE and server owners don't have to worry about it.

    Mod packs do exist, but I bet the configs are rarely touched, how many people have reconfigured block physics? I have, literally, for 1.4.7, and I still have it, go try figuring that out. I dare you to try my config on 1.4.7, it's not perfect by any means. Watch out for the trees... :P



    updateinterval:8 # Interval in hours to check for updates (lowest value is 8, 0 disabled).
    fallrange:64 # The max distance from the player, within which the blocks will begin to move (in blocks).
    fallrenderrange:32 # The max distance from the player, within which the falling blocks will be rendered (in blocks).
    maxmovingblocks:500 # Maximum number of moving blocks / world.
    maxticktime:2000 # The time length of one tick when falling switches off.
    catapult:1 # Enable / disable catapult piston ( 1 enabled, 0 disabled).
    explosionstrength:150 # Explosion strength modifier 0 - 200 original:100, affects only blocks.
    explosionfire:1 # Can explosions cause fire?, 1 yes/ 0 no.


    #Movedefs

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    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:1
    enddef

    blockdef:43 #open
    movenum:0
    move:0:0
    move:1:0
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:2
    trapping:0
    pushtype:1
    randomtick:0
    tickrate:2
    placedmove:0
    enddef

    blockdef:44
    movenum:0
    move:0:0
    move:1:0
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:0
    trapping:0
    pushtype:1
    randomtick:0
    tickrate:2
    placedmove:0
    enddef

    blockdef:45
    movenum:1
    move:0:33
    move:1:33
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:0
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:46
    movenum:1
    move:0:25
    move:1:25
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:1
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:47
    movenum:1
    move:0:30
    move:1:30
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:0
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:48
    movenum:2
    move:0:0
    move:1:21
    moveflipnumber:4
    movechanger:2
    supportingblock:1
    fragile:0
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:1
    enddef

    blockdef:49
    movenum:1
    move:0:26
    move:1:26
    moveflipnumber:0
    movechanger:0
    supportingblock:0
    fragile:2
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:50 #open
    movenum:1
    move:0:32
    move:1:32
    moveflipnumber:0
    movechanger:0
    supportingblock:1
    fragile:2
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:51 #open
    movenum:1
    move:0:35
    move:1:35
    moveflipnumber:0
    movechanger:0
    supportingblock:0
    fragile:0
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef

    blockdef:52
    movenum:2
    move:0:28
    move:1:21
    moveflipnumber:4
    movechanger:2
    supportingblock:1
    fragile:0
    trapping:0
    pushtype:1
    randomtick:1
    tickrate:2
    placedmove:0
    enddef


    #Block assignments
    #block:<id>:<blockdef number> #type <movenum "capability"> <block name>

    #Vanilla

    block:1:20 #type 2 Stone
    block:2:21 #type 2 Grass Block
    block:3:21 #type 2 Dirt
    block:4:22 #type 2 Cobblestone
    block:5:25 #type 1 Wood Planks
    block:6:24 #type 0 Saplings
    #block:7:25 #type 2 Bedrock
    #block:8:26 #type 0 Water Source
    #block:9:26 #type 0 Water Still
    #block:10:27 #type 0 Lava Source
    #block:11:27 #type 0 Lava Still
    block:12:28 #type 2 Sand
    block:13:28 #type 2 Gravel
    block:14:29 #type 2 Gold Ore
    block:15:29 #type 2 Iron Ore
    block:16:29 #type 2 Coal Ore
    block:17:30 #type 1 Wood
    block:18:31 #type 1 Leaves
    block:19:28 #type 2 Sponge
    block:20:46 #type 2 Glass
    block:21:29 #type 2 Lapis Lazuli Ore
    block:22:23 #type 2 Lapis Lazuli Block
    block:23:32 #type 0 Dispenser
    block:24:33 #type 1 Sandstone
    block:25:32 #type 0 Note Block
    #block:26:26 #type 0 Bed
    block:27:32 #type 0 Powered Rail
    block:28:32 #type 0 Detector Rail
    #block:29:34 #type 0 Sticky Piston
    block:30:24 #type 0 Cobweb
    block:31:24 #type 0 Tall Grass
    block:32:24 #type 0 Dead Bush
    #block:33:34 #type 0 Piston
    #block:34:26 #type 0 Piston Extension
    block:35:23 #type 1 Wool
    #block:36:26 #type 0 Block moved by Piston
    block:37:24 #type 0 Dandelion
    block:38:24 #type 0 Rose
    block:39:24 #type 0 Brown Mushroom
    block:40:24 #type 0 Red Mushroom
    block:41:23 #type 2 Gold Block
    block:42:23 #type 2 Iron Block
    block:43:32 #type 0 Double Slabs
    block:44:32 #type 0 Slabs
    block:45:35 #type 2 Bricks
    block:46:36 #type 2 TNT
    #block:47:34 #type 2 Bookshelf
    block:48:37 #type 2 Moss Stone
    #block:49:26 #type 2 Obsidian
    block:50:32 #type 0 Torch
    #block:51:26 #type 0 Fire
    #block:52:26 #type 0 Monster Spawner
    block:53:40 #type 0 Wood Stairs
    block:54:32 #type 0 Chest
    block:55:32 #type 0 Redstone Dust
    block:56:29 #type 2 Diamond Ore
    block:57:23 #type 2 Diamond Block
    block:58:32 #type 0 Crafting Table
    block:59:24 #type 0 Wheat
    block:60:39 #type 1 Farmland
    block:61:32 #type 0 Furnace
    block:62:32 #type 0 Burning Furnace
    block:63:32 #type 0 Sign Post
    block:64:32 #type 0 Wooden Door
    block:65:32 #type 0 Ladder
    block:66:32 #type 0 Rail
    block:67:40 #type 0 Cobblestone Stairs
    block:68:32 #type 0 Wall Sign
    block:69:32 #type 0 Lever
    block:70:32 #type 0 Stone Pressure Plate
    block:71:32 #type 0 Iron Door
    block:72:32 #type 0 Wooden Pressure Plate
    block:73:29 #type 2 Redstone Ore
    block:74:29 #type 2 Glowing Redstone Ore
    block:75:32 #type 0 Inactive Redstone Torch
    block:76:32 #type 0 Active Redstone Torch
    block:77:32 #type 0 Stone Button
    block:78:24 #type 0 Snow
    #block:79:40 #type 1 Ice
    block:80:28 #type 1 Snow Block
    block:81:24 #type 0 Cactus
    block:82:21 #type 2 Clay
    block:83:24 #type 0 Sugar Cane
    block:84:32 #type 0 Jukebox
    #block:85:41 #type 0 Fence
    block:86:24 #type 0 Pumpkin
    block:87:52 #type 2 Netherrack
    block:88:21 #type 2 Soul Sand
    block:89:42 #type 2 Glowstone Block
    #block:90:26 #type 0 Nether Portal
    block:91:24 #type 0 Jack 'o' Lantern
    block:92:24 #type 0 Cake Block
    block:93:32 #type 0 Inactive Redstone Repeater
    block:94:32 #type 0 Active Redstone Repeater
    block:95:32 #type 0 Locked Chest
    #block:96:34 #type 0 Trap Door
    block:97:44 #type 0 Monster Egg
    block:98:45 #type 1 Stone Bricks
    block:99:32 #type 0 Huge Brown Mushroom
    block:100:32 #type 0 Huge Red Mushroom
    #block:101:41 #type 0 Iron Bars
    block:102:24 #type 0 Glass Pane
    block:103:24 #type 0 Melon
    block:104:24 #type 0 Pumpkin Stem
    block:105:24 #type 0 Melon Stem
    block:106:24 #type 0 Vines
    #block:107:41 #type 0 Fence Gate
    block:108:40 #type 0 Brick Stairs
    block:109:40 #type 0 Stone Brick Stairs
    block:110:40 #type 0 Mycelium
    block:111:24 #type 0 Lily Pad
    block:112:47 #type 2 Nether Brick
    #block:113:41 #type 0 Nether Brick Fence
    block:114:40 #type 0 Nether Brick Stairs
    block:115:24 #type 0 Nether Wart
    #block:116:34 #type 0 Enchantment Table
    block:117:32 #type 0 Brewing Stand
    block:118:32 #type 0 Cauldron
    #block:119:26 #type 0 End Portal
    #block:120:26 #type 0 End Portal Frame
    block:121:48 #type 2 End Stone
    #block:122:26 #type 1 Dragon Egg
    #block:123:34 #type 2 Inactive Redstone Lamp
    #block:124:34 #type 2 Active Redstone Lamp
    block:125:32 #type 0 Double Wooden Slab
    block:126:32 #type 0 Wooden Slab
    block:127:24 #type 0 Cocoa Pod
    block:128:40 #type 0 Sandstone Stairs
    block:129:29 #type 2 Emerald Ore
    block:130:32 #type 0 Ender Chest
    block:131:32 #type 0 Tripwire Hook
    block:132:24 #type 0 Tripwire
    block:133:23 #type 2 Emerald Block
    block:134:40 #type 0 Spruce Wood Stairs
    block:135:40 #type 0 Birch Wood Stairs
    block:136:40 #type 0 Jungle Wood Stairs
    #block:137:26 #type 0 Command Block
    #block:138:34 #type 0 Beacon
    #block:139:41 #type 0 Cobblestone Wall
    block:140:24 #type 0 Flower Pot
    block:141:24 #type 0 Carrots
    block:142:24 #type 0 Potatoes
    block:143:32 #type 0 Wooden Button
    block:144:32 #type 0 Mob Heads
    #block:145:51 #type 1 Anvil


    #Redpower 2

    block:241:24 #type 2 Flower
    #block:242:34 #type 2 Ruby Ore should be 29 but with texture glitch I made it 34 to look better
    block:243:31 #type 2 Leaves
    block:244:45 #type 2 Basalt/Marble
    block:245:30 #type 2 Wood
    #block:246:24 #type 2 Crops Don't seem to be implemented yet
    #block:750:34 #type 0 Microblocks
    block:751:32 #type 2 Bench/Buffer/Furnace/Table
    block:752: #type 2 Unnamed Block (the hitbox for large objects)
    block:753:32 #type 2 Gates
    block:754:23 #type 2 Copper/Ruby/Sapphire/Silver/Tin Block
    #block:756:34 #type 2 Lamp On
    #block:757:34 #type 2 Lamp Off
    #block:758:34 #type 2 Inverted Lamp On
    #block:759:34 #type 2 Inverted Lamp Off
    block:760:32 #type 2 Computer Utility Blocks
    block:761:32 #type 2 Computer Blocks
    block:762:32 #type 2 IO Expander
    #block:763:32 #type 2 Pipe/Frame Utility Blocks
    block:764:32 #type 2 Energy/Fluid Utiltiy Blocks
    #block:765:26 #type 2 Frames
    block:766:32 #type 2 Manager/Sortron
    block:767:32 #type 2 Blulectric Engine
    #block:768:34 #type 2 Fixtures


    #Secret Rooms

    #block:4081:34 #type 2 Secret Chest
    #block:4082:34 #type 2 Secret Stairs
    #block:4083:34 #type 2 Secret Player Plate
    #block:4084:34 #type 2 Secret Pressure Plate
    #block:4085:34 #type 2 Secret Button
    #block:4086:34 #type 2 Secret Redstone
    #block:4087:34 #type 2 Secret Lever
    #block:4088:34 #type 2 Ghost Block
    #block:4089:34 #type 2 Secret Iron Door
    #block:4090:34 #type 2 Secret Wooden Door
    #block:4091:34 #type 2 Secret Trap Door
    #block:4092:34 #type 2 Secret Gate Extension
    #block:4093:34 #type 2 Secret Gate
    #block:4094:34 #type 2 One Way Glass
    block:4095:32 #type 2 Torch Lever


    #Thirst

    block:3505:32 #type 2 Brewer
    block:3506:32 #type 2 Rain Collector
    block:3507:32 #type 2 Drink Store (WTH?)
    block:3508:32 #type 2 Underground Water Collector

    I'm not against anybody! This would all be for the best, for everyone.
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    Quote from Xalithar_Daskel

    Your thoughts are not all that bad, but I've got a couple problems with your idea of suggesting that the Modders do not update their mods to the latest version while still making new features/bugfixes to their mods seems to be a bit tough on a few people. At the current state of Minecraft, reverting to a old version of Minecraft is currently a bit tedious, requiring you to install a program that will let you do something like that. Plus, if one were to force update their Minecraft game, the people who use the mods have to go through the entire process of making it so that they can use mods with it again.

    I have a passion for enjoying the refreshing experience of starting all over. Each new version of Minecraft practically gives me a good reason to want to start over in one of my worlds that I use my Mods in, giving the entire game a wonderful sense of doing something new and fresh all over again.

    Now, I am not talking you down, but I also have a means to provide some support to your suggestions. I have recently learned from one of the videos, which was posted on the news on the forums that they are going to be releasing a brand new Minecraft Launcher and a new feature that will make it possible for us to change between versions of Minecraft even if a new update is being released, plus, they can be set to a specific version of Minecraft that will make that experience that much more wonderful, allowing you to play Minecraft both with and without mods in the latest version of Minecraft while still being able to play with mods on Minecraft on an older version. When that happens then perhaps the Modders could hold off until Mojang has released a version of Minecraft that is stable enough for them to work on the next big release without needing to make an update to fix up any bugs they might have on the game.


    Great post,

    I recommend looking into multimc, it's a stand alone C++ program now, incredibly easy I promise! Multiple Jars, all modded/textured, individual save files. You can change versions which, I don't know if it's safe for your saves (save your saves!). His video explains everything! http://www.minecraftforum.net/topic/1000645-multimc-43-windows-linux-mac/page__hl__%20multimc

    It's either vanilla horses and vanilla hoppers that you don't need, or more mod content. If something is that amazing they can do a mid update. The Minecraft bugs that they have fix/work with, have to be refixed when Mojang fixes them. As long as the modding community is using the same version there should only be bugs from mod interactions. Which, I think is more of what forge was designed to be handling.

    That is great news, I'll be curious to see how it compares to Multimc. The easiest updates will be from the cleanest versions of MineCraft to the new cleanest version of MineCraft. Thank you for your post!
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    First of all, I'm really not telling the modders what they should be doing. I'm telling to do what they want to be doing.

    Second, I'm responding to people who contribute to my thread asking questions, and I respond to them politely explaining the true roots of their frustration.

    Third, not everybody has to read the thread... Just the mod makers, they are the ones who are in control of how this is done.

    Fourth, a mod maker has already agreed with most of this on this thread, do you have a mod maker that agrees with you?

    Fifth, It's my thread to do whatever I want with. If you want vanilla horses and vanilla hoppers, post a thread explaining why the mod makers should painstakingly update just for you.

    Sixth, I have not written any mods, and I'm not the one claiming that the mod makers are devilishly making you wait. From the sound of it, you haven't written any yourself. You want to criticize them, your the one who needs to try stepping in their shoes not me.

    Seventh, how much do the people who want vanilla horses and vanilla hoppers donate to the mod makers? They clearly don't understand how much work is really being put their mods. Not only that but they offer little to no useful feedback or support. Who wants to be their poor slaves?

    I repeat a lot of things in my responses to clearify and help people understand what I'm saying not because I want to repeat things. I try as hard as possible to cut out the BS and get straight to the point.
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    Quote from Rheel

    I'd like to comment on this as a modder. I'd highly suggest EVERYONE that bags for mod updates to start modding. Updating to a new version is really time-consuming. Especially when 1.3 came out (client/server merge + more), and now with 1.5 too (texture loading, rendering). Now whenever you need to update to a version, you have to fix all that errors that you've got (800+ for 1.5 update for AdvAgi) and learn the new mechanics Mojang added. You've just settled on some code that works, and then Mojang changes something and you basically HAVE to rewrite everything considering that part again. Eloraam has a very special mod, and I don't think a lot of people realize this. Redpower has always had features most other mods didn't, like custom models that don't use the standard Minecraft modelloading (now Forge added a obj parser), blocks with 1000+ subID values (covers), and when a new version messes with this, She'd have to rewrite a lot of (probably) very difficult code. (I wish everyone who try to write RP2 just because Elo doesn't all the best of luck!) You guys should have respect for these people, not spam them with questions about when the mod gets updated.

    As for the "Mojang messes with your mods" part (at least that's how I interpreted it), I don't think I'm with you on that one. I know that there is a lot of internal trying to balance the mods as best as possible, when still maintaining independence from other mods. The authors of the mods probably have a way they want their mod to be, and they have most likely presented the mod as they want. When you think something is OP, just don't use it and possibly tell the mod author what you think. Most mod authors (at least I) always stand open for CONSTRUCTIVE criticism/comments.
    Quote from Rheel

    I'd like to comment on this as a modder. I'd highly suggest EVERYONE that bags for mod updates to start modding. Updating to a new version is really time-consuming. Especially when 1.3 came out (client/server merge + more), and now with 1.5 too (texture loading, rendering). Now whenever you need to update to a version, you have to fix all that errors that you've got (800+ for 1.5 update for AdvAgi) and learn the new mechanics Mojang added. You've just settled on some code that works, and then Mojang changes something and you basically HAVE to rewrite everything considering that part again. Eloraam has a very special mod, and I don't think a lot of people realize this. Redpower has always had features most other mods didn't, like custom models that don't use the standard Minecraft modelloading (now Forge added a obj parser), blocks with 1000+ subID values (covers), and when a new version messes with this, She'd have to rewrite a lot of (probably) very difficult code. (I wish everyone who try to write RP2 just because Elo doesn't all the best of luck!) You guys should have respect for these people, not spam them with questions about when the mod gets updated.

    As for the "Mojang messes with your mods" part (at least that's how I interpreted it), I don't think I'm with you on that one. I know that there is a lot of internal trying to balance the mods as best as possible, when still maintaining independence from other mods. The authors of the mods probably have a way they want their mod to be, and they have most likely presented the mod as they want. When you think something is OP, just don't use it and possibly tell the mod author what you think. Most mod authors (at least I) always stand open for CONSTRUCTIVE criticism/comments.


    I understand completely, that's why I want it to be optional. Almost anything that would be filtered would be to reduce redundancy code and remove exploits. Any mod could be selected as the CORE mod and have basically all it's features. If IC2 is selected as the CORE mod for example, it may remove nano/quantum armor, it may filter quarries and frames. Quarries and Ore refining is a little much. This could also determine the power source for the mod pack making that less confusing. IC2 nuclear power plants are cool and fun! They don't affect fighting or getting stuves and should be available no matter what mods are chosen as CORE mods, RP2 circuitry is the same way. The idea is that a lot of the mods are doing similar things in different ways, this is Great! This allows players to pick and choose what they prefer. Most people use either RP2 pipes or BuildCraft pipes, not both, so why have them all loaded and in the NEI window? It would let players filter mods based on what they prefer. Even if implemented most players, say 90%, won't use it right away, so it's nothing to worry about. It will suck at first, but with feedback and suggestions it could become very nice. A module for a mod may eventually be dropped here or there, that's not a bad thing and it would be the mods decision. A well designed feedback system, if implemented, will tell you exactly what people like about your mod and which modules people may not even be using anymore. That's more time to add and improve to what's really strong about your mod. We will accomplish more if we work together.

    I have no idea why it double quoted you, tried to fix it, sorry guys.
    Posted in: Mods Discussion
  • 0

    posted a message on A post I made in RP2 that I want more people to see
    Quote from Stormweaver

    Aww, look at the little person playing forum all by himself.

    Between the wall's 'o text, the fact that your writing is all over the place and you can't seem to settle on a single subject, that you seem to be giving advise to modders despite not being a modder yourself, and your seeming opinion that the modding community should walk at the pace of it's slowest member...Yeah. Not seeing the point of the thread.


    To be honest, I don't think you read much of the thread at all. If you read it, you may start to understand. You want vanilla hoppers and vanilla horses more than you want a completely updated, fully functional modpack 24/7. This includes RP2 and all, or does it? It would actually include even more content! Because they would have more time to add new content which is the fun, exciting part! Updating is boring, especially for people want the vanilla hoppers and vanilla horses they have no need for!

    Here's an example of some appreciation, encouragement, and support for an excellent mod idea, that might have died otherwise. Oh, and by the way, if we were all still on 1.4.7, he wouldn't be waiting for a forge fix... Do you think that affects the production of his mod?
    http://www.minecraft...arrows-mod-v10/

    It would also give mods like Better Ore Distribution and Finite Liquids a chance to catch up, maybe with a little support from forge. Just because you don't care about these mods doesn't mean others don't.
    Posted in: Mods Discussion
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