Hello World,
I started playing minecraft again for a few weeks now and I noticed a pretty big ammount of abandoned mods.
People either just stopped developing mods or just aren't interested in maintaining/updating them anymore.
This is a pretty big problem (especially for modpacks), if people want to use the feature of the newer releases, like the enhanced batteling system.
That's why I want to try and revive them again, update them to the newest version.
These are the rules:
1. I only make a sort of legacy update aka. I'll make them work with the new Minecraft versions and maybe fix incompatibilities with other big mods. Nothing more, nothing less.
2. I'll update them to work with upcomming MC versions as well. If you want some new features, you'll have to ask someone else, as that's the only way I can "rescue" as many mods as possible (refer to rule 1). Or just try to add them yourself. It's serously not too dificult to learn minecraft modding. At least on a smaller scale.
3. If you want to contribute to the mods by adding new features please do it over github via pull request. I'll include them to the mod with the next release (and add you to the list of authors, of course)
4. I won't take the projects away. If a dev don't have time at the moment but eventually wants to continue maintaining the mod, you'll have to wait.
Planned Mods:
- Maker's Mark and it's Dependency Hitch Core
- Factorization - Published under MIT License (editing allowed)
- Pumpkins N' Mo - recieved Authors permission.
Queued Mods
- The Farlenders - Waiting for Authors permission
- Plant Megapack - Waiting for Authors permission
- Ancient Trees Reloaded - "Ain't gonna have no time for that" - Meme Lady 20XX
WIP Mods:
Finished Mods:
- Nakranoth's Herdcraft - Published as CC0 (Public Domain)
- Ancient Trees (retired) and it's dependency KoreSample (retired)
I will not update it; however, it has been released to the public domain, so anyone can. - Scott Killen on Ancient Tree's project page over on Curseforge
Status: Updated mod to 1.8.9, 1.9.4, 1.10.2 and 1.11.2 Take a look
Mod is stable now (at least for single player)
- Vanilla-inspired teleporters; Updated by csb987
I've updated Vanilla-Inspired Teleporters
I've not fully tested it yet, but I've published builds on my GitHub for 1.9.4, 1.10.2 and 1.11.x. You can check them out here if you'd like.
I'll try and make contact with DanYeomans and see if he'd be willing to let me take over the CurseForge project for the mod as well.
1
Very nice!
You might also take a look atthe Minecraft Mod Archive for some other project ideas.
1
Please update KoreSample to the latest version. (1.3.2) here
2
Thanks, Nakranoth, for trusting me with this lovely mod.
1
Yes, I know. I am a mod developer myself...but there isn't anything in the log and it took me lots of try and try again to get a glimpse of exception that flashes on the screen right after the anvil GUI opens and quickly closes and to see that it was a ClassNotFound exception from Ships. I don't know why the exception is not in the log.
Try opening the anvil GUI in multiplayer with Ships installed to see what I mean.
1
Actually, Material is a deobfuscated Mojang class.
1
Cuchaz,
I am using your mod in multiplayer. I am trying to use an anvil, but when the client puts up the anvil GUI, it closes it and flashes an exception (the only mod mentioned in the dump is ships. Ships is looking for a class that does not exist) so that the anvil is unusable.
The only text in the log is four duplicate lines:
2
It is certainly legal to replace the mod's default textures with your own...but keep in mind that if any players install an update, they will lose your textures...so in my opinion it is a much better practice to tell players that your texture pack looks best with your custom resource pack. (I also believe that allowing players the choice is a better option.)
1
Right you did. I claim early onset senility. I'm very sorry for throwing you guys under the bus.
1
As reported at https://github.com/ForestryMC/ForestryMC/issues/783, Forestry chose to break its own API along with compatibility with every mod using it. They could have chosen to be backwards compatible, but they have not. This is a huge change in position since SirSengir first wrote the Forestry compatibility code for Extrabiomes. Basically, the Forestry devs are saying: "We messed everything up. Too bad. Go talk to the other guy. It is their fault that we are not going to fix it."
We sympathize. It is unfortunate that the Forestry devs have put you in this position. Relative to the Forestry team, we have very limited development resources...and the truth is that the Forestry devs, if they cared about this issue, could easily submit a patch for Extrabiomes through github. They are choosing to redirect your frustrations to us rather than own the design choice they made that put you in this situation.
2
With all due respect, puppy, "I've also heard" is normally the way rumors begin, not facts.
The truth is that modded blocks are no different than vanilla blocks...they just have different textures and properties...so a mod's dirt is basically the same a vanilla's stone to the code...nothing to cause lag..
However, some blocks, like the vanilla furnace, are attached to ticking tile entities, this normally doesn't cause lag in vanilla because the blocks don't do anything complicated...but in a mod, the ticking tile entity might be handling complex calculations, so too many can cause lag.
Transparent textures don't normally cause lag, either, unless you have a nominal system. The GPU handles transparency for the most part, so there should be no extra drag on the CPU.