I like the look of these shaders. They do enough to make the world look very beautiful, while not doing so much it disrupts game play or doesn't follow the Vanilla "feel". Good job
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May 12, 2016Wolfleaf posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!Posted in: Minecraft Mods
Advanced Repulsion Systems is fun, but you have to install Industrial Craft to go with it (and judging from the way you implied you want DefenseTech without Mekanism, I assume you can understand why I wouldn't want that) and the "1.7.10" versions of MFFS, being blunt, are extremely buggy at best. I would also like a version that is balanced for DefenseTech's explosives. I'm not going to force the creator to add this to DefenseTech, I'm just putting the idea out there in case he wants to.
Aug 11, 2015Wolfleaf posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
I have no words.
Apr 27, 2015Posted in: Suggestions
I would just like to point out that compressed cobblestone is part of Extra Utilities, not Openblocks. If your going to hate on something, at least make sure what you are posting is true.
Don't believe me? Proof: http://ftbwiki.org/Compressed_Cobblestone
Mar 28, 2015Posted in: Discussion
I am just here to say this:
This is the exact same response everyone gave when Minecraft updated from 1.6 to 1.7, and look where we are now?
Want to know what I mean? Just look at the list of mods http://modlist.mcf.li/version/1.7.10
1.7.10 (at the moment I typed this) has 1009 mods on the list, plus hundreds more that aren't listed.
1.6.4 has 902 mods, and far less mods that are not on the official list.
This shows that modders do update, and that in the process of doing so lots more mods come out.
Also, whenever this happens, some modders do update their mods to the newest version. In a way this is survival of the fittest, in that some mods will drop out leaving room for newer and more often than not better mods. This process is what keeps the modding community going, and is the main reason why mods and modpacks are constantly changing.
Though this is my opinion, you can think whatever you like. Now, like to go back to playing some great 1.7.10 mods.
Feb 5, 2015Posted in: Discussion
Someone who thinks of the modding community
I sometimes dislike Minecraft updates, because it usually makes many mods end and makes others very buggy and hard to use.
Not talking about mods though, I like not having to restart my worlds very often to get the new world generation because I prefer to have only a few worlds that I work really hard on, sometimes for a couple months.
Mojang works really hard to give us a game that we all enjoy, so why complain about it? Computer programming is very hard and frustrating work, and takes a very long time to do. Just be thankful they do updates at all.
Sep 4, 2013Wolfleaf posted a message on 1.6.2 Spiral Knights mod (New armorm + new weapons)So... what is this exactly.Posted in: Minecraft Mods
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Oct 12, 2012Xolova posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Posted in: Minecraft Mods
(Pictures of Shyrelands, Playtopia and The Everland not included below)
Original Team:XolovA (Brendan Wildish) - Creator, Programmer/Designer/ArtistEternalDoom - Various Assistance
Tslat/Scimiguy - ProgrammerUrsun - ArtistMisc:
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
Kevin MacLeod - Short Musical Cut-outshttp://www.purple-planet.com - Short Musical Cut-outs
Apr 24, 2016aidancbrady posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!Posted in: Minecraft Mods
DefenseTech is a Minecraft mod bringing high-tech, advanced defense systems into the game through missiles, powerful explosives, and other nifty gadgets. The mod serves as a classic continuation of Calclavia's ICBM mod with a few tweaks here and there to help things run nicely.
This entire project has been built on the Mekanism libraries, meaning everything will run smoothly, but you'll need the core module of Mekanism to play.
Source Code & Modpacks
DefenseTech is a bit tricky in its licensing nature. The skeleton of the mod is based on the 1.6.4 version of Calclavia’s ICBM mod, which was passed onto DarkGuardsman through an agreement made back in 2014. I am permitted to develop and distribute this software as per special terms laid upon me by DarkGuardsman, and as a result, any requests to modify and publicly distribute this source code will have to go through him. Note that this is temporary, and only until I have rewritten most or all of the old mod’s source code. You can read the agreement discussion here.
Some people really don't like others to review or distribute their mods, something which I honestly don't understand. You are the ones who help get this mod into the Minecraft community's hands, which seems like a good thing from my perspective. So go ahead, do whatever you like. I honestly just don't want you messaging me on IRC or on the forums, asking my permission. If you need proof, just provide a link to this page.
DefenseTech is available for download on my official website, along with my other mods.
I have a blog! Please check it out if you're interested in knowing what I'm up to, I try to update it as often as I can!
If you want to get in contact with me, IRC is the best way! I try to idle on Mekanism's channel: #mekanism, irc.esper.net.
Due to popular demand, I have included a donate button below. I pay about $20/month for website and server hosting, as well as an additional yearly fee to keep my domain name. All donations are greatly appreciated, and if you include a message with your username on any donation over $5, you'll get your very own MekaCape™
Thanks for reading!
Sep 13, 2015Akynth posted a message on Help me write a Minecraft book! Here's your chance to be one of the charactersPosted in: Discussion
No, this is me.
And there's something the OP probably isn't considering when it comes to writing a Minecraft book. That something is Microsoft.
Microsoft, you'll remember, paid $2.5 billion for what amounts to the Minecraft intellectual property rights. It wasn't about the code, or anything else Mojang has ever done -- it was for the IP. And Microsoft is not known for being generous with other people trying to make money from their IP. Especially not IP they just paid $2.5 billion-with-a-B for.
I had some ideas of my own for some Minecraft-related things that would make both me and Mojang some money. But I've done licensing deals before, so I have some inkling of what's involved, and when the Microsoft buyout went through, I knew it would go from "yeah, that sounds cool, send us a royalty check every quarter" to a five-page form letter that boils down to "No. Just no." They have companies they work with on licensing, and those companies tend to have names like Mattel and Hasbro. If you're not such a company, ready and able to show how your proposal will bring Microsoft a revenue stream of six figures or above, you're not worth their time. So my ideas have been pushed so far onto the back burner that they've fallen off the stove, and there they will, sadly, stay.
Yes, there are unofficial Minecraft fiction books out there. Mostly ebooks. Mostly because nobody cared when they were written, and they've been kind of grandfathered since then, because they really make no money whatsoever. (as I understand it, the dead-trees books are paying royalties for the IP). But the things Mojang didn't care about, the odds are that Microsoft is going to care about. It's like Halo: you don't see unofficial Halo books because Microsoft owns the IP and controls it pretty tightly. They're not going to look kindly on someone trying to piggyback on the IP they own, that they just paid more money than you and I can really wrap our minds around to buy.*
Also, if you want to become the next J.K. Rowling, consider this: She did not try to piggyback on something else that was popular. She didn't write, say, Star Wars novels (speaking of stringent contracts....). She created her own world -- her own IP, as it were -- and it took off. If your writing can't stand on its own, it won't stand any better if you try to prop it up on someone else's IP. Also remember that, while on the surface her books were "just" kids' stories, one of the reasons they've been insanely popular with all ages is the subtle stuff, like the send-up of various aspects of British politics, that goes right over the kids' heads. There's something in there for everyone.
As far as your market research: You're doing it wrong.
For example, why does it matter to you how old I am? Or whether I'm male or female? Neither one of those determines whether I'd want to buy a Minecraft book. You already know the basic category and premise of the book -- Minecraft. You want to write a story set in the Minecraft world. If you were to actually sell it to a publisher, it would be shelved in the game books section of the bookstore, and/or in Fantasy/SF along with the media spinoffs. That's where Minecraft books go, and unless you wrote something that was really extreme, like the Minecraft Picture Book for Beginning Readers (A is for Arrow ... B is for Bat ... C is for Creeper ... ) that's where yours will go too. So write the book you want to write, since no matter what, it's not going to get shelved anywhere else anyway, because bookstores.
No, I don't read Minecraft fiction, because, frankly, it's all pretty lame. I've never seen any that was actually a good, solid, engaging story that just happened to be set in the world of Minecraft. If it wouldn't be a good story without the Minecraft connection, then it won't be a good story with that Minecraft connection, and with as many books as I have on hand to read (just on my desk here, the pile is a foot high) I don't have time to waste reading junk.
I have no clue what type of Minecraft story would interest me the most. You're the author, it's your job to interest me in the story. Write your story, don't ask your audience to tell you what to write like a crowdsourced creative writing professor. When I pick up a book, it's not because I want to read that story specifically -- it's because I trust that author is going to tell me a good story, and I'll happily go along for the ride. You have to convince your readers that they can trust you to tell them a good story, because if you can't, it doesn't matter how anyone answers this question; they're not going to read your book.
The last question is really a matter of personal preference. I like single characters in general, not ensembles, and given that the theme of Minecraft is essentially "Steve? vs. The World" it would seem to be more fitting. But, again, why ask me? You're the writer. Tell me a story I want to read. That's your job.
I'll leave you with one final thought: Many published writers -- and it happened to me in the context of software development, too -- are regularly approached by people who say "I have this great idea; how about I tell you the idea, and you write a book, and we split the profits?" Depending on their degree of snark, authors reply with something like "Even better: how about if you don't tell me the idea, write the book yourself, and keep all the money?" They never seem to like that. But ideas are a dime a dozen; they fall out of the sky. Ideas are easy; implementation of those ideas is what's hard. That's why there are so many more people who want to write than people who have written. To write, the first thing you need is to have a story that has to come out; if you're starting off by asking people kind of meaningless demographic questions, then asking what you should write, you don't have that story yet. You won't write a good book, or a readable one, or, most important, a marketable one.
*Want an idea how much money it is? If you gave that much money to a newborn baby, and he lived to the age of 70, he would have to spend $97,847 dollars a day -- that's almost a hundred thousand dollars every single day -- to spend it all by the time he dies. He could buy a Tesla Model S every single day and buy enough land to park them on, too, aand still have money left over.
P.S. If you decide to name a character after me, make Akynth a grumpy old hermit who lives in a cave under a mountain and fiddles with redstone a lot.
Apr 14, 2014Carifresco posted a message on Attack Of The B-Team -Whitelisted- Latest Version! Automatic Updates- Staff Needed.Hey everyone,Posted in: PC Servers
I have a private whitelisted Attack of the B-Team server and i am looking for mature players who can follow basic rules. Its very simple, pranks are allowed, no random killings, no stealing, and no griefing. Another thing to take note of is not to interfere with mods for example, if you don't like the witchery mod don't go around killing coven witches, others may need them for their gaming experience.. On that note if you are interested in joining the server please fill out a very brief and simple application below. I had issues with some players on the server who failed to be mature, they were always causing damage to houses and materials. If you are able to play and be friendly while not affecting other peoples progress we would love to have you on. Simple and sweet. Thanks.
Why would you want to join?
Will you be able to respect others?
Also i am looking for staff, such as other mods. If you aren't 18 or older don't bother asking for a mod spot.
Oct 1, 2011FenixDowned posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)UPDATE 01/16/2014Posted in: Suggestions
Snapshot 14w3b introduces the ability to texture both arms and legs! It also gives every other body part an extra 3D layer similar to the hat layer in the original skin! Awesome! These new extra layers are covered up by Armor, just like the hat area. The new skin file uses a 64x64 layout with the old skin at the top and the optional overlays in the bottom half. Old 64x32 skins are still supported without modification.
However... this addition will not apply to similarly shaped mobs (zombies, zombie pigmen, etc) and it doesn't work on armor. Whether these things will change in the future is anyone's guess.
As happy as I am for the player improvements, I can't help but wonder if my suggested layout could still benefit the mobs and armors. If nothing else, it would still allow for asymmetrical mob skins and armor while staying within the small 64x32 file size. But then they would have a major discrepancy between formats...
I still like the idea of applying my format to the new skin layout - the bottom half of the 64x64 texture could contain the overlay regions. The only difference then is that the head and hat area on the bottom half would not be used. Perhaps those areas could then be left empty for modders and any other small additions that Mojang made add in the future....
What follows is the original post, while I decide if I should further modify it to try and push for the other mobs/armors to have asymmetrical textures. Either way, this is a huge victory!
Acknowledgement from Dinnerbone himself!
Quote from DinnerboneWe've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.
Basically saying "maybe" in the future. The important part is that Mojang is aware of the suggestion and was moved enough to respond to the topic!
I am forever amazed with how much detail minecrafters have been able to squeeze out of the extremely limited space provided by the game's textures. Skins especially are quite a challenge due to being confined to a 64x32 pixel size. And yet there are many, many examples of beautiful and amazing skins out there that make the most of this limited space. And yet, it could be possible to grant everyone a little more... to be blunt, the current skin texture for the player character has a lot of unused and wasted space. For those counting, there are 480 unused pixels in the texture (out of a total of 2048).
With a little juggling, we could free up enough space to have independently textured left and right arms and legs! This is without changing the image size, it's still all contained within the same 64x32 png file. Of course, the player model would need to be updated to use this new mapping. Here is an enlarged view:
+ independently textured arms and legs+ maintains the original 64x32 size = no additional skin server load/stress
+ keeps all sections grouped together in a fairly intuitive way.
+ sub sections follow a mapping very similar to the original (with only some parts slightly shifted)+ can also be applied to all armors
+ can also be applied to other humanoid mobs: zombie, pigmen, zombie_pigmen
+ can also be applied to skeletons - with slight modifications for the thinner arms/legs
- one-time conversion needed for all texture packs for affected mobs and armors
- mods that make use of current skin's blank area may not be able to use the new format
- skin creation tools/viewers would need to update for the new format (difficult for discontinued tools)
- makes all current skins and skin repositories outdated (this is a big problem - see below)
Problem: Compatibility with Legacy Skins
There are hundreds of thousands of skins floating out there on the net. It is not reasonable to expect all of them to be updated or converted. Remember when they flipped the direction of the bottom-head/hat texture areas on the skins? There are still countless skins out there that haven't been fixed. This is a major change so it can't simply be done and let all the current content out there suddenly break. There will be backlash. On top of that, more recently the Minecraft Launcher has been augmented to allow easy access to older versions of the game - versions which absolutely expect the player skin to be using the old format. Finally, there is no reliable way to program the game to detect the different kind of skin formats based only on areas of the skin file that appear to be used. This is because the skins often have extra content in the "unused" areas. This content could be in the form of an author's name/logo, bleed off from the main image, or pixels used by specific mods on the skin.
Bottom line, we need to have a simple way for the game to know how to differentiate between the old and new player skin formats so both may be used at the same time by different players. Note that this problem only affects player skins. Mobs and armors are always controlled by the local texture pack, so there is no need to support the old format for those assets.
Below are several possible solutions to supporting the legacy skins. These are only suggestions, as I do not have intimate knowledge of how Minecraft and the skin system works under the covers. What I propose here may be incorrect or not applicable to the system, but I hope it might at least give Mojang ideas on how to implement this request.
Solution A: Increase new skin file to be 64x64
Increase the "new" player skin size to be 64x64 pixels. Place my new format in the top half and leave the rest blank. Let the old skins stay as using the 64x32 size. There are several reasons for this approach.
When the game client downloads the player skins, it can easily tell the difference in size. A 64x32 skin would use the traditional mapping we see today. Nothing changes and all the current skins out there are still ok to use. A 64x64 texture would signal the game to switch over to using the new format for that player. Since the game knows which player is using which skin, it can easily keep track of which format to use for who, and allow both types to co-exist at the same time.
The extra space in the bottom half of the "new" skin can be used for future player character enhancements by Mojang, in case they decide to add more. As an example... if we ever get custom capes, perhaps the texture could be saved to the player skin and use the extra space here.
The extra space in the bottom half of the "new" skin can also be used by mods! Any mods that had additions to the player model could use these areas. And there would be a lot more space now!
One major drawback to this approach is that the larger image file size could adversely affect the skin servers that Mojang use.
Solution B: stay 64x32 but use embedded metadata
If it proves undesirable to alter the skin file dimensions, another possible solution could be to have all new skins require metadata content added to them. Then, similar to solution A, the game would examine each skin file it downloads and search for the appropriate metadata flag. If it finds none, use the old formatting style on that skin's owning player. If it finds the appropriate metadata flag, use the new format for that player.
One problem with this approach is that png files don't have a standard way of encoding metadata. So I imagine Mojang would need to create a small utility to "stamp" skins with the metadata flag they would expect to use. This would require some extra care for making new skins on the part of the community. But on the up side, this could pave the way for an easy versioning system for additional future skin formats.
Another drawback would be the reduction in free space that some mods may have come to depend on. In this case, I believe the only solution would simply to have those mods not use the new style. They would have to require their users to say using the old skin format. So they wouldn't get the extra arm and leg, but the mods wouldn't break either. A fair trade off I think.
I propose a new skin layout for the humanoid mobs, player, and armor which would grant space for both arms and legs to be textured independently. It would be ideal to support both this new format and the old one at the same time for player skins - so as to not break all the current skins out there. There are two (possibly more) ways I can think of doing this:
A. up the player skin size to 64x64 (grants more space for mods and/or future Mojang enhancements) B. embed metadata into the new style skins (keeps the original 64x32 size for efficiency)
Support banner get!
v.5 - overhauled the main post. Scrapped conversion suggestion from v.3 and added new suggestion of metadata for differentiating old vs new formats.
v.4 - 12w32a changes things! large rewrite of the suggestion. I originally thought all humanoid mobs + armor had to use the same format. This is no longer true. So using 64x64 player skins is possible without needing 64x64 versions for all other armors/mobs.
v.3 - added ideas on converting old formats to new - so current skin repositories wouldn't be rendered obsolete.
v.2 - updated mapping (as seen at top of page).
v.1 - initial proposal. Used a flawed mapping below:
Aug 3, 2013Posted in: WIP Mods
This mod started out with two friends who wanted to make a mod that adds a whole new feel to minecraft. So started Fantasy RP. So far we have four new mobs:
The Centaur: Warriors of the plains. They will attack you on sight.
The Warrior: Defenders of light. They will attack any hostile mob on sight.
Demonic Pig: The first addition to the magical side of the mod. It drops demonic meat: Boosts the demonic side of magic
Crat: Drops crat meat. There's a chance a Crat will drop magical meat to increase your light side of magic or maybe your health bar.
|Coders|(We need a relatively skilled coder)
What's In The Mod?
= Incomplete= In The Making= Complete!
|New Mobs|Demonic Pig= (Model done, coding and animation incomplete)Centaur= (Model done, coding and animation incomplete)Warrior= (Model done, coding and animation incomplete)Griffins (Tameable)=Crat= (Model done, coding and animation incomplete)More to come
|New Ores|RestrianSteel (Made with iron and coal)More to come
|New Food|Corn (Grow able)CornbreadBananaMore To Come
|Planned|= Incomplete= In The Making= Complete!Randomly generated Kingdoms!Npcs Able To Give You QuestsMoney System ( Bronze, Silver, Gold coins)Magic: Two sides: Demonic And Light
[Copyright]You cannot use anything from this mod.If you want to use this in a modpack, please just ask before use!
Jul 23, 2013resinresin posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]There are two types of divine rpg fanboys here:Posted in: Minecraft Mods
Type1 - Those begging for an update
Type2 - those tell those begging to shut up and wait
Oh what a lovely community divine rpg has...
Mar 25, 2013q3hardcore posted a message on [1.5.2/2.0] XCommands - Public Release (Last updated: 16th July)[represent]Posted in: Minecraft Mods
NOTICE TO OTHER WEBSITES
If you are using content from this thread, you must follow these conditions:
1) You must provide a link to this thread: minecraftforum.net/topic/1743004-
2) You must use the original links provided, and may not use ad.fly or similar services
3) You must clearly state that this mod is by q3hardcore
I have put up an updated version, still for Minecraft 1.5.2,
so people can help test it out and report issues before I update.
Please note, that you cannot install this version over previous versions.
XCommands is a continuation of SinglePlayerConsole.
It adds new features, not possible in SinglePlayerConsole.
XCommands is a temporary names - suggestions are accepted!
This is a universal mod - so can be installed on client or server.
If anyone can suggest a better name, I might use it when I update for 1.6.2
Screenshots | Downloads | Compatibility | Features | Installation
* Console GUI, accessed with '~'
* WorldEdit support
* 70+ new commands
simo_415 - creator of SinglePlayerCommands
sk89q - creator of WorldEdit (included)
lahwran, yetanotherx, Mumfrey - developers of WorldEditCUI (included)
Includes custom version of Minecraft Console by Sharingan616.
This is a custom GUI used for entering commands.
Removed due to request by author.
Using with MagicLauncher
Public Release (v3.1) for Minecraft 1.5.2
Source code: mediafire.com/?wz0nggajrq16r7q
This release is to help iron out issues before I update it.
If using FML/Forge, place in the .minecraft/coremods folder.
Public Release (v2.7) for Minecraft 1.5.2
Source code: mediafire.com/?8c1hoi7ulhd3fc2
Fixed TabbyChat issues, creative wand.
Public Release (v2.6) for Minecraft 1.5.2
Source code: mediafire.com/?xdtsznmwv831cv4
Fixes issues with other mods hooking profiler.
Public Beta for Minecraft 2.0
Source code: mediafire.com/?7mgjh2icdfvcpdm
This was developed for the 'Purple' version of Minecraft 2.0.
It also will remove the 'APRIL FOOLS' text on the main menu.
Download: Red | Blue | Purple
For further information, please visit The Minecraft Wiki.
I have permission to share this
<jeb> q3hardcore: yes, we don't care if the 2.0 jars "leak"... I just removed them from our official assets server because i grew tired of support questions
Public Release (v2.5) for Minecraft 1.5.2
Source code: mediafire.com/?bl5nqaucd5jsdp3
Fixed (most) issues with hooking Minecraft's profiler.
Public Release (v2.4) for Minecraft 1.5.2
Source code: mediafire.com/?fdm43v8cb3g7ksm
Should now work correctly with LiteLoader.
Public Release (v2.3) for Minecraft 1.5.2
Source code: mediafire.com/?kgb656a25vbbc78
Fixed crash when using ChickenBone's Mods.
Also, WorldEditCUI should render selections properly.
Public Release (v2.2) for Minecraft 1.5.2
Source code: mediafire.com/?o31lmuyasexlc4o
Should work with MultiMC properly.
Public Release (v2.1) for Minecraft 1.5.2
Source code: mediafire.com/?61oaiju43p1gp1n
*NOT* compatible with previous versions.
Console GUI now works in multiplayer.
Public Release (v2.0) for Minecraft 1.5.2
Source code: mediafire.com/?7010fa69ont2swl
*NOT* compatible with previous versions.
Now includes WorldEditCUI - see changelog.
Public Release (v1.6) for Minecraft 1.5.2
Source code: mediafire.com/?haah7lsk5agfdgd
*NOT* compatible with previous versions.
Added /ride, WorldEdit /range and /farwand fixed.
Public Release (v1.4) for Minecraft 1.5.2
Source code: mediafire.com/?zc8rpzx0rgtzjew
This version adds PlayerAPI compatibility.
(install PlayerAPI *after* XCommands)
Public Release (v1.3) for Minecraft 1.5.2
Source code: mediafire.com/?ivn6n7p9400ix09
Public Release (v1.2) for Minecraft 1.5.1
Source code: mediafire.com/?3gf16wh4g94vo3s
Please see here for Console GUI documentation.
Public Beta for Minecraft 1.5.1
Source code: mediafire.com/?cm1c5zoiilra43d
Fixed Forge and SPCommands compatibility.
Install on clients for reach to work correctly.
* EDIT: Fixed crash on client.
Fixes various bugs, ~ is now automatically bound.
Source code: mediafire.com/?nv728pyvf417mnf
*Using XCommands with BTW disables all features of XCommands. (intended)
Public Release 2.0
* includes updated XCommands Console GUI
- supports selecting, copying, cutting and pasting
- use normal commands with \ instead of /
- WorldEdit // commands are used as normal
* integrated WorldEditCUI (based off Mumfrey's WECUI LiteMod)
* preloads all XCommands classes to speed up loading
Public Beta 1.2
* removed SharConsole
* added XCommands Console
* removed SPConsole branding
* bug fixes
Private Beta 1.1 (unreleased)
* fixed ModLoader and SPC compatibility issues
* SPC compatibility now requires SPC 4.8 or above
* can now list biomes with /biome list
* can edit village spawn biomes with /villagebiomes
* nearly all 'list' commands use pages
* can only use /reach if XCommands installed on client
* support for WorldEditCUI ModLoader and LiteLoader versions
* disabling /noclip will now get the player unstuck
* WorldEdit /butcher command was improved
* /path command now allows metadata to be specified
* added warning if using MagicLauncher
* various tweaks
* lots of bug fixes
* re-wrote Forge compatibility code
* add /roll command (simulates rolling dice)
* checks if correct version of SharConsole installed
* vanilla commands are used by prefixing '!' in Console GUI,
for example, '/gamemode' becomes '/!gamemode', '//wand' is '/!/wand'
* displays error message if Player API installed, rather than crashing
* fixed compatibility issues with SinglePlayerCommands
* Console GUI displays WorldEdit command descriptions
* improved error messages
* client/server communication added (via chat packets)
- queries clients to check if XCommands is installed
- reach will be updated for clients with XCommands installed
* if Console GUI is bound to key other than '~',
CTRL is used along with specified key to open/close GUI
* fixed issues with WorldEdit not being loaded
* WorldEdit wand now works properly
* fixed potential issues with ModLoader compatbility
* no longer crashes when joining multiplayer game
* added command history toggle to Console GUI (CTRL + H)
* typing '/!' at the Console GUI will do approximately nothing
Alpha Release 2
Now displays message if WorldEdit disabled
Improved noclip auto-disable code
Fixed '~' not bringing up Console GUI
(since most recent version of SPConsole)
If using MagicLauncher, simply make sure XCommands is loaded first.
To manually install XCommands, first install any other mods such as Forge.
Then you will need to add all of XCommands' files to minecraft.jar (or minecraft_server.jar)
If you have installed it on a client, make sure to delete META-INF.
Console GUI Documentation
By default, the Console GUI is opened with the ` key.
This key has also has a tilde "~" on it on US keyboards.
To bind another key to open the Console GUI,
open Minecraft's chat and enter the following command:
/xbind o /showchat (where o is the key you wish to bind)
Type in console commands without requiring '/c '
For example, '/c /noclip' becomes '/noclip'
Regular commands require a '\' instead of '/'
For example, '/waypoint list' becomes '\waypoint list'
The WorldEdit command '//wand' can still be used as '//wand'
(commands that require two forward slashes are used as normal)
XCC also provides several inbuilt commands,
these are provided through a '/c' command.
For example, type '/c /help' to get help on XCC
/help display list of inbuilt commands
/clearhistory clear console history
/pause causes console GUI to pause game while open
/version displays console version
Escape close console GUI
Enter process entered text and close GUI
Backspace deletes previous character
Delete deletes following character
Left arrow move cursor left
Right arrow move cursor right
Up arrow view earlier command history
Down arrow view later command history
Left-click input selected command suggestion
Right-click currently does nothing
XCC is still in early development. The following features are incomplete:
* automatic command description trimming
(command descriptions 'overflow' if they're too long)
Apr 7, 2013skavenhorde posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Posted in: Minecraft ModsQuote from zombiepig333
If only someone would clean up some of this update spam...
This is one of the reasons why I feel for modders who are trying hard to get their mods updated and are still yelled at by inconsiderate 10-year olds who don't know what it takes to code a mod.
So, thank you for diligently updating this mod, and I will wait for the update PATIENTLY unlike some folks.
Moderators: Sorry if this comes off as too blunt.
The truth is always blunt. Hope the moderators wouldn't care about that since your opinion is in no way troll like and is basically thanking the modders for their hard work.
Anyone and I mean anyone who has even looked at C++, Java or even Basic would be hard pressed to whine about the speed of an update.
It actually amazes me that these mod makers go through all this for something that is free. I mean for any game too not just Minecraft. Look at any Bethesda game since Morrowind and you'll find mods that must have taken thousands of hours to make.
Sorry went on a rant there. I just wanted to say I agree wholeheartedly with you and love this mod. I'll continue playing 1.4.7 until this one is updated. That's fine by me. I finally got ars magica, DivineRPG, Tales of Kingdom and buildcraft all working together nicely. I'm in no hurry to go through the pain of trying to get them all to play nice with each other
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