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    posted a message on Minecraft Is Too Easy (MITE) Mod
    I have started an open (no whitelist) server running R85 at mc.wyrdworld.com (Server taken down due to severe lack of interest)

    It took some doing with this mod, but I have set up a random spawn, so you should spawn at the spawn area and then be quickly teleported to somewhere +/- 2500 blocks of 0,0. This should allow people to join without worrying over spawning into an area that has already be stripped of resources.

    I have run this as a server at time or two before, but never opened it to the wide public before.
    Posted in: Minecraft Mods
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    posted a message on Relyh's Monthly Minecraft Code Raffle!
    Sure, why not.

    WyrdOne
    Posted in: Discussion
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    posted a message on [1.5.2] Minecraft My Way (0.85 WIP) - Minecraft the way YOU want it.
    I may get back to updating this mod at some point, but really modding is almost dead at this point. The last non-test version of MCP was released almost 10 months ago, which was for Minecraft 1.6.4. There were a few alpha/beta releases of MCP for Minecraft 1.7.2, but nothing since then. Quite a few major mod authors have left the scene for various reasons, and there are those of us who have always been unhappy with Forge that are scrambling for alternatives.

    Quote from euphoria4949

    Arrh man, such a shame this hasn't been updated :(
    I've been trying to find a way of making the Day-Night Cycle longer in SP, the only way I've found was using MCP, decompiling, and using Eclipse to edit the doDayLightCycle...... But this has been a dead end for me. I'm a noob with these tools and so far have been unable to get it to work.

    Really hope this mod gets updated or another similar mod gets released soon, as I've seen so many posts from people requesting longer days/nights in MC.
    Posted in: WIP Mods
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    posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]
    They have added it to the latest snapshot.
    Posted in: Suggestions
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    posted a message on Risugami's Mods - Updated.
    Quote from KeeperofMee



    Forge is just a lot more compatible :/


    We will have to agree to disagree on that point. Forge is monolithic enough to have issues running on certain computers. I have had issues getting it to run on a few that were able to run ModLoader quite well.
    Posted in: Minecraft Mods
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    posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]
    Hopefully he get's it polished up for us...

    Reddit post
    Posted in: Suggestions
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    posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]
    Just saw this: https://twitter.com/TheMogMiner/status/444454218863489025

    It's only a prototype, but hopefully it will make it into the game at some point.
    Posted in: Suggestions
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    posted a message on Creating a modded server, with vanilla clients
    If the Custom NPCs can use textures from the texture pack, you can have a server specific texture pack to load.

    Quote from level42

    This is a fantastic explanation. Thanks!

    For the server I'm building these mods are essential. I will create a mod pack once I am finished.

    One last question, I've customized certain mods, for example Custom NPC's has custom textures. Does the server need to have the custom version? Or is the default Custom NPC pack ok? (Just a pain having to update it in 2 places over and over.)
    Posted in: Mods Discussion
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    posted a message on Creating a modded server, with vanilla clients
    You can do whatever level mixing of mods and plugins you want to do, any mods will require the players to mod their client to connect. You can put together a mod pack, or use an existing one, or just give the players a list of the mods you require. You can do a lot with just plugins and allow vanilla clients to connect, you just cannot add new blocks/items/entities. You can however change how the existing items work.

    Quote from level42

    Oh, so clients have to have the mods, but plugins are not required?

    In otherwords, I should keep mods to a minimum..

    Is there a way to offer clients a download of the mods? Similar to the resource pack distribution?
    Posted in: Mods Discussion
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    posted a message on Creating a modded server, with vanilla clients
    A lot of the "modded" servers are actually running Bukkit or Spigot with plugins, they are not actually running mods.
    Posted in: Mods Discussion
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    posted a message on [1.5.2] Minecraft My Way (0.85 WIP) - Minecraft the way YOU want it.
    Yeah, I have been slacking, lack of focus and dealing with my not yet 2 year old son. The issue is that a lot of people were waiting on the Plugin API from Mojang, which may never happen. Some went to Forge, which seems to want to make modding near impossible, or they stayed with ModLoader, which quit updating with 1.6.2 it seems. I have been working on my own simple loader, but it is a matter of finding time and the focus to do the code.

    Quote from Kilyle

    Was browsing for a mod to lengthen the day/night cycle, since the current one is short-circuiting my general foraging runs as I have to retreat every five minutes or so, and I got reminded of this mod. I don't recall if I installed it before or was waiting for it to update at the time or what, but I want this mod.

    So my reaction about two minutes ago went like this:

    Oh, yeah, right, I remember this mod! Awesome! That's got a lot of options I've been hoping for and probably is going to solve some of the things I've been wanting to change and absolutely I'm getting this right now and - awww, MAAAAAN... it's not up to even 1.6.4?

    Because currently, 1.6.4 is where I'm stuck, as the other mods I use are not yet up to date. (I really, really like the newer-style fishing, so losing that makes me sad.)

    So I hope this mod is not dead! And also that it is going to be updated at some point, preferably soon.

    Looking over the mod specs, the "not in this mod yet and may never happen" section sounds a lot like my Roughin' It mod. Sigh... every time I see things that could give me the Minecraft experience I'm after, they're either weird, out-of-date, or more of a thought than a reality....
    Posted in: WIP Mods
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    posted a message on Risugami's Mods - Updated.
    People using ModLoader need MCP, as far as I know Risugami has always written ModLoader against the obfuscated code, he has done ModLoader releases before MCP before.

    Quote from Algester

    well there's my gut feeling that he's leaving it to the forge team to super seed modloader... and move to starbound modding... BUT THIS IS JUST ME speaking
    Plus perhaps you people still havent realized that even modloader needs MCP... if you guys havent paid attention to detail installing modloader adds MCP to the mods list in minecraft
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    It comes down to there being a demand for it. I have been able to get the 1.6.2 version of ModLoader to work with the Minecraft Launcher. I won't distribute what I did because it is Risugami's code. Something similar to his ModLoader could be done, even with the same or a similar interface, just using none of his code.

    Quote from milly_rainbow

    If risu doesnt return, what will we do? O: Risus modloader is a piece of the foundation of several mods, without it they cease to work. And not every mod is compatible with forge, and may never be.
    Meaning a replacement would have be founded, but how close would it be, and how soon could it be crafted is the question? Unless ofcoarse risu gives the ok for modders to change his, or just passes the torch.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Obfuscation has changed a great deal from 1.6.2 to 1.7.2, so no, it won't work.

    Quote from ShinzoX

    Again, I'm not complaining and not criticizing, I just wanted to know if anyone has already done, already tested.. But never mind...
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from acomputerdog

    I am actually considering developing a mod API designed for mods that want to change/disable vanilla behavior. Aside from bukkit and forge's ASM there is no decent API for any such thing. I also want to keep it lightweight enough to be installed as a normal JAR mod and possibly as a forge coremod. I was going to write an "Extension Pack" for ModLoader (kind of like what forge was in beta), but after actually looking at ModLoader's code I think it might be better to develop my own API.


    Most of Minecraft can be adjusted with the existing APIs like ModLoader. My Minecraft My Way mod changes a good bit without having to do JAR edits. Entities can be extended and changed and your new versions can be put in place of the old versions. Existing blocks and items can be extended without doing direct edits, just extend the class and replace it's instance in the appropriate array.

    We already have ModLoader, FML/Forge, and LiteLoader. I am not sure we need more loaders muddying the waters. But you can devote your efforts where you want to.
    Posted in: Minecraft Mods
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