There was a news article detailing just that fairly recently. Here you are.
- ZeroLevels
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Member for 13 years
Last active Tue, Jul, 30 2024 16:57:40
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Jun 26, 2015ZeroLevels posted a message on What is Coming in 1.9?Posted in: News
Well, updates aren't about to halt because your computer isn't working. The good news is, you get to choose when you update, so you could play 1.8 for a whole year before deciding to go to 1.9 if you'd like.
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Jun 16, 2015ZeroLevels posted a message on Minecraft HoloLens Demo: It's Not Just an Idea AnymorePosted in: News
The camera is designed to see what the hololens sees, and what the camera sees was being projected on the giant screen above the stage. So yeah, the audience can see the hologram with their "mortal eyes".
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Apr 24, 2015ZeroLevels posted a message on Minecraft Made Simple With Curse VoicePosted in: News
You can pick to download a mod pack (which is what it offers if you don't set up a custom profile) or you can download and install individual mods if you have set up a custom profile. The button is labeled as "Install Modpack", which is why I undersatnd how you're mislead to believe that you can only install modpacks. However, as Jaded says, you can create a custom profile and download individual mods at your leisure.
- Click "Install Modpack" button.
- Click "+ Create Custom Profile" in the upper-right corner (just to the left of the friends interface).
- Type a name for your Profile in the resulting interface. You may also pick an MC version here, which will automatically fill in the latest Forge for said MC version. You can manually install a different version of forge if you'd like through the drop-down menu, or none at all if you wish to play vanilla. Once set to your liking, click the "OK" button to create the profile.
- Giving it a moment to load, you should then be presented with an open area near the bottom of your profile that has several tabs for Mods, Resource Packs, or Maps. Depending on which tab you're in, a button in the open area should say "+ Get mods" Just click that, and you'll be presented with a large list of mods available on curse/curseforge to download straight into your custom profile. This button, once you have mods in the profile, will be replaced by a "+ Add more..." at the very bottom of the list of mods you have installed.
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Apr 24, 2015ZeroLevels posted a message on Minecraft Made Simple With Curse VoicePosted in: News
I see that it has fixed the listing of mods itself (like, it only lists mods up to date for 1.8 if you're searching from a 1.8 instance), which in turn fixes the issue of downloading 1.7.10 mods into your 1.8 instance.
However, if you are on a 1.7.10 instance and download straight from the search interface, it'll still download the latest version of the mod, regardless of your instance's MC version. Just did a test and can confirm that it downloads the 1.8 versions of mods to your 1.7.10 instance. The only way to get around it currently is, again, to visit the mod's page in the client and then hit the "Install" button.
Also, good day, Jaded.
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Apr 22, 2015ZeroLevels posted a message on Minecraft Made Simple With Curse VoicePosted in: News
You can only run mods on 1.8 if said mods have updated to that version. If they haven't, and you install one from 1.7 or earlier, it will crash. The client does not yet (fully) prevent you from downloading mods for versions they don't work on, though I'm pretty sure they intend to do so.
Right now, there is a bug that if you click the install button from the mod searching menu, it'll download the latest version of the mod regardless of your instance's minecraft versions. This means that if the mod has not yet updated, it'll download the latest version of the mod for 1.7.10, or earlier. Likewise, if you're running a 1.7.10 instance, and the mod HAS updated, then it will download the 1.8 version of the mod, as it is the latest. Both will result in a crash.
For best and safest results, try clicking the mod's image instead of the download button when searching for mods. This will take you to the mod's overview. From there, click on the mod's "versions" tab. This will now correctly list all versions of the mod that should work for your instance's MC version (as labeled by the author), and no other. As in, if you're running 1.8, the versions box should be empty. If you're using a 1.7.10 instance, and there are versions for 1.8, it will still only list the 1.7.10 versions in the list of available versions.
It's a bit tedious, but it's less so than going to each mod's download page in a browser, downloading, and manually installing them. Still, they should make it so that the client will only show you mods that have versions available for your currently-selected profile's Minecraft version. -
Apr 22, 2015ZeroLevels posted a message on Minecraft Made Simple With Curse VoicePosted in: News
Modding and texturing are two completely different ways of handling your preferred modifications to games. If you think it being easier to download mod is going to stop the growth of the texturing community, you're being silly. Mods DO have a limited range of people they can work for, especially mod packs. That, and there are plenty of people who prefer vanilla, as the grand majority of popular MC servers only require you to have the vanilla client to play it, all modding being done server-side, which is great for using Resource Packs with. Also take into consideration that some people that lack coding skills take up other means in order to create and share.
Next up, modding for some is like an art form much in the same way texturing is. Resource Pack creators can also nail down a method that makes it easier for them to support mods in their resource packs, if they have the will to do so. One form of art will not cancel out the other, regardless. A combination of mods and resource packs can and have made quite incredible experiences in the past, and will likely come together soon enough once again to make something truly amazing.
Lastly, it's just as easy to download/install resource packs through this client as it is mods. Don't mourn the death that has not yet come, nor is it even guaranteed. Unless they remove the ability to make/use resource packs, then you can safely bet that the community for it will remain and thrive.
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Dec 18, 2014ZeroLevels posted a message on Minecraft Windows Launcher Needs YOUR Testing and Feedback!Probably a fruitless attempt to calm the uninformed, but this doesn't change Minecraft. It's only the launcher that's changing, and it pulls in a custom, portable version of java that Minecraft will be built around and optimized for. Using this java will likely yield best results when playing, but it's likely that the other java versions will remain usable if you actually know what you're doing. If you don't know what you're doing, this is likely a good change for you.Posted in: News
This isn't a launcher forced upon you by Microsoft. This isn't Microsoft forcing Mojang to create something that wasn't already planned. This isn't "the beginning of the end" as some of you are making it out to be. It's not going to be exclusive for windows.
Please calm down and stop regurgitating unnecessary drama. -
Sep 7, 2014ZeroLevels posted a message on PS4 Minecraft Now Available! Yay!4J Studios works on and updates the console versions to be up to par with Vanilla PC versions. Mojang is only really working on the PC version, so that's not really an issue.Posted in: News
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Sep 7, 2014ZeroLevels posted a message on Minecraft News: 1.8's Release, Bukkit, XBOne, LEGO & MorePosted in: NewsQuote from claytonisgaming»my computer just got 1.8 and its not working im sick of this i pay my money for the game and when i update i dont even get to play it this is stupid please fix it fast
Take a step back, calm down, and stop acting as if having issues with a particular version of Minecraft is the same as having your liberties purposely taken away from you. Feel free to set your game's version back to a version that worked for you until the issues you're having are worked out, assuming they ever will be. If you're unsure of how to do this, here are a few ways (keep in mind that this article shows 3 different methods of doing so, and that you don't have to do every step listed on the page to do so).
I always thought the abbreviation "XBone" was synonymous with Microsoft's original ideas and plans for release of the Xbox One, which nearly everyone felt like was taking things a tad too far. I also thought it was quite fitting, personally. -
Sep 5, 2014ZeroLevels posted a message on 0.0.9a to 1.8: a Journey Through MinecraftI started playing at around Beta 1.6_05 or something close to that. I remember my first world. I had no idea what the skeletons were, and I thought of them immediately as "natives" for some reason. This was an interesting video. Props to the creator!Posted in: News
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Feb 23, 2014ZeroLevels posted a message on Community Creations - SchematicaMoving on up in the World (of Minecraft), Lunatrius! Good to see some mods being checked out as a featured community creation.Posted in: News
Keep up the wonderful work, man. -
Oct 18, 2013ZeroLevels posted a message on Snapshot 13w42a Ready for Testing!Posted in: NewsQuote from Bjossi... I'm not too sure about witches spawning naturally, the witch huts weren't that interesting to begin with (unless you know how to create a farm out of them)...
Surely they'll be much more interesting when something that poses a threat will spawn there naturally. Might make you think twice about going in with nothing to steal that cauldron!
Quote from OzcrI can see people putting inappropriate pictures in there server icon...
That's always a risk/hazard that comes from visiting any unknown places online. Though, likely, places that run servers from official hosting sites will likely be restricted/moderated in that manner, and you'll probably be able to see what the icon is long before viewing it in your client. We'll just have to wait and see.
Quote from Dragonarawhen will minecraft 1.7?
The best thing to do if no official resources have posted an ETA or release date is to assume that there isn't one, and cannot yet be answered. Mojang's made a habit to only give expected dates for snapshots (if there's going to be one that week). Until then, keep an eye out on mojang.com for word of a pre-release (not snapshot). They only give you a date to expect when they release pre-releases.
Short answer: There's no definitive answer. You'll have to be patient. -
May 2, 2013ZeroLevels posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Humm. All the new/proposed features seem to be a step in the right direction in terms of customization. Things like choosing install directory without batch file workarounds/third party clients should have been a thing from the start. At least, in my opinion.Posted in: News
Quote from wiimanclassic1. Learn to spell.
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Please don't get on other members' case about their spelling/grammar. It's actually against our rules. See here, and scroll down to "Grammar Harrass".
Quote from nerd-boyOk I have spent a bit of time investigating the new luancher a bit more in hopes of finding out how much of a blow this will be to modders (which I probably should have done before originally posting).
I was able to get a modded 1.5.1 minecraft with forge as well as a mod working using the new launcher. So short answer not a whole lot. Getting a modded version of the game however required renaming/editing of a few files, but I assume majong will automate this better. Interestingly forge still dumps the "/mods" folder inside the ".minecraft" folder meaning that Forge at least isn't compartmentalising it as Mojong seems to would like. This really seems like the only thing Forge might need to change for the new luancher (which is actually quite trivial).
Right now there is really none of this separate jars for the engine and version that is talked about in the OP. Weather that is a bit of misinformation or something that is not implemented yet is anyone's guess. If it is not misinformation I can see many mods being crippled by it. If it says how it is however changes will be easy to adapt to.
I understand your concerns, but I feel that modders/third party APIs will adapt to whatever changes are made somewhat easily. Particularly, all the eyes and ears on alert for these changes, on top of all the people who contribute, something would probably be whipped up rather quickly in terms of Forge. I do like that you're looking into things though.
Edit: Goodness. look at all the unparsed BBCode. o.O -
Sep 20, 2012ZeroLevels posted a message on 12w38a Ready for Testing!Regarding the bats:Posted in: News
I can hear Simon's "AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" from here. And I'm in the USA.
I can also hear him complaining about how the spiders now make creepy scuttling noises whilst walking. - To post a comment, please login.
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I'm making personal changes to the pack that I may or may not share at some point as a download. One thing I'm working on is eliminating tiling errors through texture additions and blockstate/model changes. Right now, doors. Here's some screenshot of the changes:
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Are you making a pack that you're trying to utilize connected textures in, or are you using someone else's pack?
In either case, that's not how connected textures in Optifine works. Optifine uses a set of 47 pre-made textures by the pack-maker for complete control over the look of each connection. It also allows for advanced controls, such as nesting effects. You can randomize certain pieces of connected textures, you could connect certain repeating parts of connected textures, etc.. However, all of this requires textures made and rules set by resourcepack makers. What you're suggesting is both unreasonable and unlikely to work to the very particular tastes of most resourcepack makers.
All of this being said, your complaint is better-aimed at the resourcepack authors, not the Optifine creator's.
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MCPatcher hasn't worked Forge since Forge 1.7.10-10.13.2.1291 that I'm aware of. This was the last version of Forge for 1.7.10 before they started suffixing the build titles with -1.7.10.
Forge build 1291 was released on January/23/2015, so if you can't wait for support to be re-jigged, then this is the version of Forge you're going to have to use (as well as mods that still work with this version) with MCPatcher and the repackager unless someone else has figured out other methods. If so, do tell... <3
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Considering that Forge isn't available for 1.8.7, I doubt it. Forge is only for 1.8 or "1.8.0" and lower at the moment.
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How open/interested are you in plugging into other APIs when available? I dunno how difficult it would be to implement, but it could be neat to be able to add blocks that have special rendering provided by other APIs when your mod detects them. I imagine such a feature would be well-received, but again, I don't know if you like the idea, or how difficult it might be.
What I had in mind in particular is the CTMLib required by the latest versions of Chisel. If you could generate a separate section or block file when it's detected, you could add blocks that use its method of connected textures.
Let's say the file generated is "ctm_block_additions.cfg" with this as a possible file setup (link to plain text). We'll say I want a panel-design hardened clay. The added line could look something like this:
hardened_clay_panel_____Hardened Clay_____hardened_clay_panel_____rock_____1.25_____30.0_____pickaxe_____1_____0.0_____0.6_____0_____0_____-1
Note: (the above format is borrowed from the block_additions.cfg file's generic section, edited to fit my suggestion, and only excludes the "<Falls>" part of the generic blocks example, as I doubt falling connected blocks would work very well)
However, instead of requiring one texture file, it would require two texture files. So, you'd look for both the "hardened_clay_panel.png" specified, as well as a "hardened_clay_panel-ctm.png" file (keeping theme with Chisel's connected blocks). The original is a standard sized texture (we'll go with 16x as example), but the second is a 2x2 tiled texture (so 32x this time). They would look something like below (these are upscaled by 5x to be seen more easily):
Sorry if I'm dropping too many unrealistic or overly difficult ideas on you. It's just something I'd love to see personally, and feel many others might as well! If at some point you decide to look into this, I could provide you with a couple textures to test it all with. For now, or if you only need the one texture to test with, the two textures above are free to use by you or anyone else (you can download their regular-sized versions by clicking each picture's title).

Regardless of your decision, keep up the wonderful work!
EDIT: Just realize my lack of examples and textures for the other CTM types... I'll see what I can come up with for that.
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According to the thread and this wiki page, the latest version of BTW is for Minecraft 1.5.2.
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// I just don't know what went wrong
Description: Unexpected error java.lang.ClassCastException: de.sanandrew.mods.varietychests.util.ChestType cannot be cast to java.lang.String
at cubex2.mods.chesttransporter.VariertyChest.preRemoveChest(VariertyChest.java:36)
at cubex2.mods.chesttransporter.ItemChestTransporter.grabChest(ItemChestTransporter.java:93)
at cubex2.mods.chesttransporter.ItemChestTransporter.onPlayerInteract(ItemChestTransporter.java:72)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_6_ItemChestTransporter_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:100)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1446)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1953)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows:
--------------------------------------------------------------------------------------- -- Head --
Stacktrace:
at cubex2.mods.chesttransporter.VariertyChest.preRemoveChest(VariertyChest.java:36)
at cubex2.mods.chesttransporter.ItemChestTransporter.grabChest(ItemChestTransporter.java:93)
at cubex2.mods.chesttransporter.ItemChestTransporter.onPlayerInteract(ItemChestTransporter.java:72)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_6_ItemChestTransporter_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:100)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1446) -- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['ZeroLevels'/9, l='MpServer', x=-1656.11, y=62.62, z=-1354.37]]
Chunk stats: MultiplayerChunkCache: 625, 625
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-1656,65,-1354), Chunk: (at 8,4,6 in -104,-85; contains blocks -1664,0,-1360 to -1649,255,-1345), Region: (-4,-3; contains chunks -128,-96 to -97,-65, blocks -2048,0,-1536 to -1537,255,-1025)
Level time: 383761 game time, 6000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityClientPlayerMP['ZeroLevels'/9, l='MpServer', x=-1656.11, y=62.62, z=-1354.37]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) -- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 386674856 bytes (368 MB) / 629669888 bytes (600 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1481 14 mods loaded, 14 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1481} [Minecraft Forge] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
UCHIJAAAA CodeChickenCore{1.0.6.43} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.4.107} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.107-universal.jar)
UCHIJAAAA sapmanpack{2.5.1} [SanAndreasPs Manager Pack CORE edition] (SAPManPack-1.7.10-2.5.1.jar)
UCHIJAAAA ChestTransporter{2.0.3} [Chest Transporter] (ChestTransporter-2.0.3-MC1.7.10.jar)
UCHIJAAAA extracarts{1.7.10-0.8.0} [Extra Carts] (ExtraCarts-1.7.10-0.8.0.jar)
UCHIJAAAA IronChest{6.0.60.741} [Iron Chest] (ironchest-1.7.10-6.0.60.741-universal.jar)
UCHIJAAAA ironchestminecarts{1.0.3} [Iron Chest Minecarts] (IronChestMinecarts-1.0.3.jar)
UCHIJAAAA JABBA{1.2.1} [JABBA] (Jabba-1.2.1a_1.7.10.jar)
UCHIJAAAA MultiPageChest{1.3.4} [Multi Page Chest] (MultiPageChest-1.3.4-MC1.7.10.jar)
UCHIJAAAA ObsidianBoat{v1.3.2} [Obsidian Boat] (ObsidianBoat-1.7.10-1.3.2.jar)
UCHIJAAAA varietychests{1.4.0} [Variety Chests] (VarietyChests-1.7.10-1.4.0.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.1.10627 Compatibility Profile Context' Renderer: 'AMD Radeon(TM) HD 6620G '
Launched Version: forge-10.13.4.1481
LWJGL: 2.9.1
OpenGL: AMD Radeon(TM) HD 6620G GL version 4.1.10627 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [Tiny Pixels - Pavo's Edit - 25th October.zip, Tiny Pixels (Mods)]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
1
Sorry for the late reply, but you have to turn off Alternate Blocks in the video options. Though, here is a fix you can load alongside the pack to fix said tiling errors even if you leave on alternate blocks. This also contains simplified animations for the ores, furnace, and nether portal (no visual difference in-game, though it may increase performance very slightly). Set it above the main pack for best results.

Feel free to include any or all of these changes in the main 1.8 pack, Pavo.
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The in-game key for screenshots is normally F2. To get to the folder quickly, go into options, resource packs, and press the open resource packs folder. Go up one level from there, and you should be in the minecraft directory, where screenshots folder is.
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Hmm. The only mod that comes to mind that does what you're wanting (I may be forgetting others...) would be Mob Properties by FatherToast. He does a lot of mob-stuff, so it comes as no surprise that he'd be making something that can handle almost all aspects of them. I'm pretty certain that it can handle NBT stuff and such, and if I remember correctly, even has a specific function for checking if it's a wither skeleton. Unfortunately, Tmtravlr, I don't think his mod(s) are on GitHub or open source at all... But a good mod to point to if you feel some sort of functionality is missing.
I have to say that I do love your mod, though. I can see this becoming one of my go-to confguration mods. Any chance of adding gravity blocks (like sand) and metadata handling (or do I just not know how to do it?) to block additions? Could make for some nice and basic block-dying addons, but one ID per block seems a bit hefty. I currently use CustomStuff 2 for that, but it's not a viable option for those uncomfortable with javascript.
Lastly, if you do get around to adding metadata (assuming again that I haven't just missed the feature...), perhaps you could make it so that all generic items take up one id, the rest being handled by metadata? Mods like TabulaRasa have made it o that the items added in them can have up to 32k contigous metadatas. It's a link so you can have a peak at its GitHub as well.
Sorry if I'm asking too much or otherwise stepping on some toes here! o.O
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A lot of people judge too quickly, especially these days. Take any quality of any game, an it becomes a handle for them to base their judgments on, even if they've never played it themselves. That said, even if they do, it's not necessarily going to make them feel differently about it. In the long run, it doesn't matter. If they call themselves gamers, I feel that one day they'll at least give it a shot, just to try the game that at one point grabbed hold of a surprisingly large portion of the gaming world.
Everyone has their opinion. I love MC, but plenty of people hate it. For both good reasons, and bad ones. It's by no means a new thing.
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You could pair MineTweaker with this mod for that functionality. MineTweaker is heavily documented, and open source. So tmtravlr, you could probably see how the item damaging is done on their github. I also apologize, this isn't meant to be advertising, just a work-around until you work in such functionality yourelf.
Anyways, It's not difficult at all to learn how to use, but just in case, I'll give you an example, including one that does what you want.
leather_strap_____Leather Strap_____leather_strap
After you've run MineTweaker one time, there should now be a scripts folder in your minecraft directory. Inside of scripts, make a new text file and call it whatever you want, so long as its file extension is zs. If you see file extensions, it's simple. Otherwise, you have to open the file in a text editor such as notepad and save as "fileName.zs". Once you have your zs file, you need to open tht up in a text editor as well. In this case, I would recommend notepad++, but whatever suits you.
So, you have your script file, now all you need is to add the recipe you're wanting to it. One that does not consume the shears, but damages it instead. The following bold line should be added to the script file:
recipes.addShapeless(<lootplusplus:leather_strap> * 4, [<minecraft:shears>.anyDamage().transformDamage(), <minecraft:leather>]);
The above line is the bear minimum you'd need. However, if you plan on using MineTweaker for other similar purposes, you can keep your script tidy by making variables. A more tidy script, assuming you'll be using those variables again later on, might look like the following:
val shears = <minecraft:shears>;
val leather = <minecraft:leather>;
val leatherStrap = <lootplusplus:leather_strap>;
recipes.addShapeless(leatherStrap * 4, [shears.anyDamage().transformDamage(), leather]);
Either of the above scripts will have the same output. It'll create 4 leather straps using the shapeless recipe of shears and leather. The shears will be damaged instead of consumed. Lastly, you don't need to reload the game for the recipes to take effect. Just run the command "/mt reload", and that'll reload the script.
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You don't install resource/texture packs with MCPatcher. MCPatcher is for adding capabilities for resource packs to take advantage of in order to extend the reach and capabilities of resource packs. If you want to install a resource pack, open Minecraft, go to Options, click the button (labeled "Resource Packs..." by default) that opens up the resource pack selection menu, and then click the "Open resource pack folder". This should open the folder in which you would place your resource packs that you download.
So, for instance, if you were to download Pixel Perfection (as an example), you would receive a .zip file containing its textures. You would put the .zip file into the folder opened by the above-mentioned method. There is normally no need to extract anything, so don't worry. You're done. Your resource pack is installed, you just need to activate it in-game. You don't need MCPatcher for it to run. However, the resource pack does also use MCPatcher features for greater aesthetic appeal, so patching with MCPatcher would go well with this.
Download MCPatcher, run it, choose the version of MC you wish to patch, and click patch when it's done loading. Restart your Minecraft launcher, and select the new profile labeled "MCPatcher". Once the game is loaded, if you haven't done so already, go into options > Resource Packs... and make sure the resource pack you want to be active is on the right side (assuming you're using MC 1.7 or higher). Then click "Done", and you're all set to play.
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I'll give you the connected glass and stained glass ctm once I finish the stained glass, which shouldn't be too tough.
As for the logs... Do you mean the tops? If no, then what do you mean? The sides? The sides can have some randomization if you'd like. If you mean the tops, though, that could be problematic. Here's a few examples of why:
The center texture in CTM is a repeating one. I am unsure if I could make a second ctm always focusing on the center tile of the first ctm, which would be used again in the second, third, etc., as it might make an infinite loop and crash the client, but I suppose I could experiment. I assume not, though, which leads me to believe that this is the only feasible option for log tops:
This option is okay, but kind of doesn't make a lot of sense, considering that tree rings normally continue. That said, trees should also fall when you chop their bottom out. If there weren't other problems, this approach would make the most sense. Other problems arise, though:
Missing center log would make the tree have bark appear on the inside as well as bark on the outside, and the ring spacing changes appears to change when this happens. Then there's the picture on the right, which... o.O
The above problems presented would make for an odd full sheet of CTM... If I find a different way of handling it, I'll let you know. Any thoughts?
About the wool, keep in mind that they'll only connect to the same metadata wool block, so things like below are still possible. That said, I'll be making it an option through my own set of preferences for the pack, so I don't mind if you turn anything down.
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I don't know if MCPatcher stuff is something you' like to put into the mod, but I figured I'd share this one with you. I made a set of connected textures for wool. Normally, this would require 47 different textures per block, but I was able to cut it down to 15, due to the way I've made them look when connecting. It's meant to look stitched together when placed next to other wool blocks of the same color.
They will be part of my personal et of textures for the pack, but if you want them for the main pack, that's fine. Here's a link to the wool stuff. I've set it up in the typical resource pack structure so that it can be loaded on top of the main pack with ease in 1.7+. This won't work in anything below 1.6 anyways, given that block IDs are handled differently between them and the MCPatcher rules are using 1.7+ IDs.