"Redditor dproc made a pretty awesome custom computer case for his 6-year-old son, and it's pretty awesome!"
I cannot tell you how many times I've done this when writing, and it's always painful to see someone else do it because it immediately reminds me of all the times I've cringed at my own words. Not to mention the English Police who like to come along and rub your nose in it...
OT: It's always awesome to see how dedicated a parent can be for their kid. Even if they aren't interested in the same things, they can learn what their kids love and create something amazing out of it to show them how much they care. That says a lot.
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Gobbob went MIA some time ago, and I have yet to hesr from hin again. I don't think he touches Monecraft modding anymore.
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The mod is dead. Gone. Done for. As are many of the better mods of yesteryear. Prof. Hippo doesn't even log in on the forums anymore, as far as I'm aware.
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...buddy, if this mod gave your computer a BSoD, you probably shouldn't have been playing Minecraft on it to begin with. You need to get a new computer that can actually handle modern games if that's the case.
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Years I've been gone from Minecraft, longer since I checked this forum...only the rare glimpse into old servers with old friends, to see what new tidbits Mojang had added, before hopping off after a half-hour or so. Yet in all that time, I knew that if I ever returned to Minecraft, your creation, your masterpiece would be one of the only key certainties to where I would decide to start, Azanor. I don't think that I ever will play this game like I once did, but what you created in Thaumcraft inspired me deeply, and was one of the very first sources I used to begin understanding game development at a deeper level. Your dedication to intricate lore, hinting at things beyond what the player can yet learn...your constant focus on bringing actions out of GUIs and into the world itself, while still understanding what's better-handled without that transition...and perhaps most of all, your establishment of a sense of permanence in progress and growth as the player delves into your work...I've seen whole games not reach this level of cohesive quality, let alone a mod for a game that seems to do everything in its power to hinder their development. So know that in any future projects of mine, no matter how big or small, I'll be thinking back in some way to my days sitting by a distiller, waiting for crafting tables to break down so I could crack open a bit more reasearch.
Thank you, Azanor, for everything that you've done, and everything you will do for the world of gaming. We stand now on the shoulders of giants, and one of them happens to be a raygun-toting jellyfish. Stay safe, keep your chin up, and enjoy all the wonders life holds for you in these coming days.
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Let me preface this by saying that the last time I used CIT was back in 1.6.4, with MCPatcher rather than Optifine, so there may have been some updates to formatting I'm not aware of. That said, the pack I made worked fine at the time.
The issue is, I cannot for the life of me get a custom texture for items to work. I left the files unchanged from their state in 1.6.4, and I have it set up so that if a diamond sword is given a specific name, it changes the texture to my unique sword design. Works all fine and well, except that it gives it a "missing texture" icon rather than the actual texture. Curiously, the files I have set up to change the texture of armor the player is actually wearing works fine, though the item icons of the armor are broken as well.
I have the CIT files stored in assets\minecraft\mcpatcher\cit
The file is named "item276.properties" as it was in 1.6.4
The code contained therein is as follows:
I have the pack.mcmeta updated to pack format 2, for all that's worth, and I'm using the latest version of Optifine HD Ultra for 1.10.2. If anyone could help me figure out what's going wrong here, it would be much appreciated.
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I'd still disable shaders and see what happens. Your graphics card may be incompatible with the shaders method used, which could easily lead to an OpenGL error.
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I understand completely. Trust me on this one. It isn't worth learning what you'd be learning just to change the color of a sky. Even the simplest thing can be pretty nutty in this game, especially when it comes to new dimensions.
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Edit: Rats, thought this would merge with my last reply...hope you guys don't mind the accidental double post, but if you do, I'll gladly PM a mod to have it removed.
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...it wouldn't be. Seriously, it just isn't worth it if that's all you're doing. If you're going to go to that extent, you may as well just start making your own mods. But, just to clarify a bit...
The dungeon dimension implements a custom dimension type that dynamically spawns a structure, and only that structure. I imagine a simple way to do this would be to have the structure consistently generate at certain coordinates, and have the dimension spawn only air blocks naturally, but that's likely far too rudimentary for how complex their dungeon type is. So judging by that fact, their dimension is probably hooking into and around a lot of things.
Now, to create that sky type, they would have to call on the cave world sky type, similarly to the Nether. This creates a sky that's a single, solid color, unaffected by a day/night cycle. With that sky type, it's fairly easy to set what the color of it is. Normally, it would therefore be easy to modify it as well. The problem is...I can't be sure if the Aether team hasn't modified it in some way, or calls on it in an odd fashion. In fact, they may have even called on it through a derivative method, which would complicate things even further. So it could be very hit-and-miss trying to get a change to sky color to work. And that's assuming that they're even using the method I predicted here.
Permission as in asking you, the Aether team, permission to modify and distribute your mod files. Don't think they realize they'd need the source code to do what they want, though...
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Read the OP. It says that this mod requires Animation API, which neither of you have.
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Dragon Mounts uses a completely separate model from the Vanilla Ender Dragon, so that's of no issue whatsoever.
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What do you mean? They've always breathed fire. Just mount your dragon and press Alt and F4 together.
If somebody actuallys wants to know, they should bother to actually read the thread first and see that the mod is pretty much dead in the water. However, if the author does ever start development again, breath abilities will come once the core mechanics of dragons (such as flying properly, not clipping through blocks or teleporting into them) are all ironed out properly.
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While the latter part is definitely true (I can't stand seeing all the people begging for mod authors to make compatibility for things like Orespawn, Optifine, or - lord forebid - Superheroes Unlimited/Transformers), you should definitely consider eventually building some sort of Thaumcraft integration. Out of all of the mods I know of, Thaumcraft is one of the most likely to be used with your mod. The two mods have very similar themes, and the lore of the Betweenlands seems to almost fit with the lore of the Outer Lands. So at the very least, I would consider setting up some sort of Vis and Taint interactions related to the Betweenlands.
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You ever been in an area like that in real life? You'll definitely get reverb. Not huge reverb, but reverb nonetheless.
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Uninstall Orespawn. Not even joking. That mod is awful when it comes to compatibility with other mods, and you'd do yourself a world of good by getting rid of it and replacing it with...well, anything else. You will almost never have a mod setup where that mod doesn't screw with almost every other mod you have installed.