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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    the latest version I had was 1.3.0 Beta which didn't have a server mod
    there was an earlier version that had a server mod, but was much more buggy...

    to get 1.3.0 Beta working with textures
    I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory

    I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution

    .minecraft/mods/CustomSteve/ is what you need to get textures working
    at least on 1.7.10 anyways

    if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it :)
    although I'm not sure if it was ever updated, let alone had a server version mod released

    tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    just wanted to note here, I've found a replacement for Minecraft and have gotten rid of Microsoft's last handle on me, so consider everything I'd previously been working on for this project discontinued.
    (it was lost anyways thanks to Western Digital's unreliability around me, all of my projects are stuck on a disk with dead heads)
    so yeah, I won't be playing Minecraft anymore.
    1.7.10 wasn't well supported by this mod anyways, and I couldn't run any higher version due to the massive RAM usage.

    it was fun while it lasted, but I can do more with the replacement game than I could with this mod (eg emissive textures)

    see ya guys later, and good luck devs with the continued efforts on this mod ;)

    Posted in: Minecraft Mods
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    posted a message on RFTools Control: advanced visual automation system (1.3.0)

    ayy McJty, you should allow us to name variables rather than indexing them by using a hashmap to store the names. :D

    You can still keep a count of the variables in the hashmap for RAM-use purposes, but it'll be much easier for us to have to manage ;)


    here's a modification of the python code I provided for Phrongorre to show it's just as simple as changing the ints to strings:

    you should still be able set an index, but it's up to you if you want to allow the index to be part of it's own name, or index an existing name.

    the way python behaves with dicts would make the index part of it's own name.

    Posted in: Minecraft Mods
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    posted a message on RFTools Control: advanced visual automation system (1.3.0)

    think about that a different way ;)

    use a single desired variable to store the latest index to use and update it when referencing:

    should work about the same without much change to the previous code


    it should be pretty straight forward how to set it up, but lemme know if you have any difficulty :)
    also, I recommend watching DireWolf's spotlight/tutorial

    note you can select the variable tab and specify the index of the variable for whatever ;)

    Posted in: Minecraft Mods
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    posted a message on RFTools Control: advanced visual automation system (1.3.0)

    I'm going to assume it's not possible to get NBT keys yet :(

    I need it for building an autocrafting service that can be more easily managed than with workstations by storing the recipes in a container.
    (was looking at doing this with OpenComputers, but RFT(C) is just sooooooo much better)


    plud I'd already built an RFT multi-crafter with the aid of AE2, and it was SUPER fast...
    but I'd run into issues with interfacing that made me put the recipes on floppy disks and made OC identify what I had in my ME for it's autocrafting management which was much more scalable...

    but I ran into issues with OC that prevented me from crafting the farming drones and machine robots, which RFT just does better anyways...

    just need a way to retrieve NBT tags and I'll be set.

    Posted in: Minecraft Mods
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    posted a message on RFTools Control: advanced visual automation system (1.3.0)

    @Phrongorre
    here's a comparative example to python that should help you out ;)

    Programs:

    RFTC:

    Python:


    Results:

    RFTC:

    Python:


    not to note, you call() a function in python
    where as RFTC does the calling for you
    you need to set a tuple or vector on a var before signaling, and reference from that var in the signal-space if you want to supply arguments. ;)

    Posted in: Minecraft Mods
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    posted a message on RFTools Control: advanced visual automation system (1.3.0)

    is it possible to get the values of NBT keys??

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    @OCDKirby


    Am I seriously the only "helpful" person here? :srs:


    your textures should be placed in CustomSteve/textures/*model name*/

    keep in mind the model may require relative directories in it's materials.

    (if the textures are not ordered as required, contact the model's creator)

    ^ you can also use blender or other tools supporting pmx to figure out the image locations.


    and png format should work, that's what I'm using for my model:

    https://photos.app.goo.gl/8pZ6yRtT3JFPqP5k1


    @everyone

    note: images and textures are not the same thing.

    for modern standards, materials can hold multiple textures, and textures can hold multiple image maps (images).

    pmd/pmx is no exception to these standards, it just simplifies them to lower support standards.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    sorry for responding so late...

    if notifications worked I'd've gotten in touch with you alot sooner...


    anyways, I'm only on 1.7.10 because a few vital dead-mods I use don't have replacements yet in 1.10.2.

    other than that, yes, 1.10.2 is so much better at everything.


    but yes, alot of devs still work on 1.7.10 and release for all supported versions.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Do you guys have a Discord by chance??

    I don't do Twittand this place keeps crashing my ke

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    1.4.0 download for 1.7.10??

    can it be installed on Linux servers??

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    anyone ever figure out how to get shaders to work??

    apparently CS only handles shaders if using shadersmod for some reason...

    (I don't understand why it doesn't just use GL20, but whatever)


    but I can't seem to figure out how shaders work...


    it does seem to handle light (emission) and specular textures internally which is interesting, but I can't seem to figure out the structure for any of this...


    I did try placing (*ModelName*/*TextureName*).(vert/frag) in the CustomSteve/shaders/ directory, but that didn't seem to do anything...

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from Triliton»

    Sonic Ether aka Seus isnt very much active here. So in order to talk to him and ask him, you must
    join my discord channel. https://discord.gg/F4BtNAc

    There you wil find him and you can ask him there.

    thanks man
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    I'm having an issue with SEUS where everything just looks super dark.

    but I didn't come here to complain :P


    I would like to ask permission to use the source as a base to edit for my own pack. :)


    SEUS looks just plain beautiful!, but runs like S.

    (~47-75FPS (VSYNC) on internal, ~2-5FPS on SEUS)

    ^ I can't even fly :(


    but that's not the only reason I want to work on my own shaderpack, let alone the real​reason.


    I'm already working on my own modpack and want to work on a signature shaderpack specifically tailored to it.


    please and thanks :)

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    if he followed standards for mod development, the SERVER side should be integrated into the mod entirely...


    it's actually a bad practice to separate the sides because of lan worlds...


    I've been doing research for my own mod.



    also, is the server mod for beta 130 updated yet??

    I'm hosting a Linux server ofc...

    Posted in: Minecraft Mods
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