nah, that's not really needed, it's more a matter of taste I believe, I also think MF2 is not that far off in the future.
For some reason the forums ate my post replying to this. Tell me the things anyway, I'm sure I can very easily add a few fixes and/or configurable changes so you can use the more stable, more bridge compatible versions of MF on your server.
there have been some serious changes, and some things are better the way they used to be, in some modpack combinations. For examples deepiron turned out to be a dud, and is gone in MF2.
Which things would these be? I may well be able to sort it out.
I'm imagining your mod gets a list of arrays of blocks, finds a point in the world and then starts pasting? Rather than actually generating with the world.
You'd probably be best leaving that stuff to people who've already done it. You could perhaps get some integration with Resonant Induction.
I'm not sure where, but maybe.
How did you end up fixing that "memory leak" thingy with the blocks? Id imagine it's to do with the inventory render being given a different method, what was that?
I didn't, if anyone had it would've been AwesomeGem. He seemed to know how the rendering system worked. I've never even looked at it, don't think Mangoose has either.
On this poll, is the "I Would contribute to your standards and specifications " asking how often we would contribute, or how often our contributions would meet your specifications?
I'm updating this with the new version of Witchery; I'll hold of deciding to use an unofficial MineFantasy update (as opposed to the last official version from AnonymousProductions) until a version that doesn't break hounds comes out (and fixing the bench top crash would be really great -- it seems the last version doesn't crash for weapon racks, etc., but still benchtops).
================================[B1.3.5]================================
-Fixed insanely high damage output on MF tools
-Added config option to toggle haft usage (replaces all haft references with the basic haft)
-Added config option to adjust rarity of slate and limestone
-Reverted Mangoose's slate/limestone spawn rates to AP's original values
-Changed Hardcore Crafting's default to enabled
There's also a new, more server friendly version of MFBridge.
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This will also fix all world previously broken by this bug.
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I did indeed, I'll fix that up.
For some reason the forums ate my post replying to this. Tell me the things anyway, I'm sure I can very easily add a few fixes and/or configurable changes so you can use the more stable, more bridge compatible versions of MF on your server.
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Which things would these be? I may well be able to sort it out.
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Yes, It'll just do a few less things.
Why would you want to though?
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I'm not sure where, but maybe.
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when block interact
if block is anvil
if sneak
do stuff
Though, there's probably a far easier method when you have access to the block code
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I'll update the download page
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Curiously, github didn't want to show me the changes between the files, all I know is that one is 3kb larger.
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B1.3.5 uses the old entityhound file.
Also, what actually is the entity hound problem? I've never encountered it, only seen people talking about it.
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I didn't, if anyone had it would've been AwesomeGem. He seemed to know how the rendering system worked. I've never even looked at it, don't think Mangoose has either.
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What's wrong with hounds?
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Here
================================[B1.3.5]================================
-Fixed insanely high damage output on MF tools
-Added config option to toggle haft usage (replaces all haft references with the basic haft)
-Added config option to adjust rarity of slate and limestone
-Reverted Mangoose's slate/limestone spawn rates to AP's original values
-Changed Hardcore Crafting's default to enabled
There's also a new, more server friendly version of MFBridge.