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    posted a message on [Operation Mod Shelter][RESUMED] Finding new home for abandoned Mods

    Very nice!

    You might also take a look atthe Minecraft Mod Archive for some other project ideas. :)

    Posted in: Mods Discussion
  • 1

    posted a message on Big Problem - no solution; after 5 sec crash to desktop

    Please update KoreSample to the latest version. (1.3.2) here

    Posted in: Java Edition Support
  • 2

    posted a message on HerdCraft 1.0 - Making mobs smarter since 2012 (Formerly MCHerds)

    Thanks, Nakranoth, for trusting me with this lovely mod.

    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    Quote from Cuchaz»

    The log you posted doesn't have any useful information in it. =( I'll need the crash report (or the full log file, there should be waaaay more in your log than just that) to see what went wrong.


    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.

    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks

    Actually, Material is a deobfuscated Mojang class.
    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks

    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:


    [19:31:25] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:25] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:26] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [19:31:26] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:step.anvil
    [
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    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.)

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    Right you did. I claim early onset senility. I'm very sorry for throwing you guys under the bus.

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    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.

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    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.

    Posted in: Minecraft Mods
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