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    posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPI

    Yes this is dead. Sollace kept working on it for a little while but there has been no activity in over a year. I've moved on from modding, so I don't plan to touch it again. If anyone wants to pick this up I'll transfer ownership of the repo.

    Posted in: WIP Mods
  • 0

    posted a message on BlazeLoader - A powerful, lightweight, and easy to use LiteAPI
    Quote from derpalpha»

    where can i download this


    It is not ready to use, but you can get sources on github.

    Posted in: WIP Mods
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    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    I'm going to, I just need to get back to my PC so I can do it with an actual keyboard :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    BetterSnow has been abandoned for almost a year now. I would find an alternative if you really want the features from better snow
    Posted in: Minecraft Mods
  • 1

    posted a message on The Modders Guild: Making it easier to play mods
    Here are a few things I would like to suggest:



    Players want:

    • Ability to search by tags, game version, api, author, etc.
    Players don't want:

    • Mods listed as wrong version
    Modders want:

    • Install instruction templates for standard mod types (jar mod instructions, forge mod instructions, LL mod instructions, etc)
    • Ability to mark a version of a mod as bugged/abandoned, so that when a user comes to complain about a crash they can easily see that their version is bad. Maybe even require players to enter the mod version to comment, and if it is a bad version it will display a message before they can submit?
    Posted in: Mods Discussion
  • 0

    posted a message on [1.8.9] Planetary Confinement - The Dunes (A.K.A. Vanilla Crash Landing) V 1.4 [OVER 120,000 DOWNLOADS!]
    Quote from LeviCelJir»
    This is the best map I've ever played. I'm stuck on the bone crook part because I used all the bones on bonemeal.

    You can kill skeletons for bones, and there is also a pile of bones just past the crash if you walk out of the ship and go straight out.
    Posted in: Maps
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    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders
    Quote from CosmicDan»
    Hrm, so SpongeAPI is more towards the loader-side of a mod system then... no Guice and method result caching then :(



    Will take me some time to learn it.

    Sponge is just the API. All loading and injection is done by the implementing API.
    Posted in: WIP Mods
  • 1

    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders
    Quote from CosmicDan»

    Cheers, I would like to hack away at some ideas and test some things pretty soon :)

    SpongeAPI sounds alright, though if I understand it correctly (I had a quick read).Is SpongeAPI purely an alternative to re-inventing the wheel with JavAssist? Or does it have more expansive suite than an extensive bytecode-modification helper?

    Not to push it, but feel I might give an example of where Guice would fit in. I don't really know if or how it would make sense to work alongside SpongeAPI (simply from ignorance), though there are quite a few things that interested me as Guice as a platform for a "loader" API basically written from scratch. One good example is this... "volatile cache for method results" of sorts, that is very simple to use (and Apache 2.x too, is this compatible?)

    When I saw this, I immediately imagined users adding a @TickRate(ttl=20) annotation to a Tile Entity renderer, or main thread tick event for a widely universal "low resolution" processing. Sounds like a decent way to optimize... a lot of things.

    Though I don't know much about this side of Java programming/engineering. cache4guice isn't that large, though you might understand it and find it simple to replicate :)

    In a nutshell - SpongeAPI would be used to handle the "hooks" into Minecraft itself, and expose it's "hooks" via Annotations that a Guice-powered API loads. Then Guice is used to organize. verify, optimize, etc. and delegate the individual mod "hooks" into it's own "Registries" that are "sent" to the SpongeAPI for the actual "injection". It's essentially the same model as Forge/FML, which pretty decent IMO.

    I'd be curious to know just "how much" Sponge API does though, beyond a usual "runMeBefore(methodArgs)" and "runMeAfter(methodResult)" bytecode injection for the methods we're interested in and such... I'll check it out a bit more.

    SpongeAPI is like bukkit, an abstract API not tied to minecraft's code base that mods can compile against. Also like bukkit, it can be implemented anywhere, such as in the official sponge implementation, M3L, or even a complete server rewrite. The implementations are still responsible for providing the hooks and loading songeAPI.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    Quote from wheee123»
    How could i install BetterSnow on an MCPC+ Server? Is it even compatible?

    BetterSnow is not compatible with MCPC+, unfortunately. It has a different internal structure, so neither the vanilla or forge versions work with it.
    Posted in: Minecraft Mods
  • 0

    posted a message on List of sites stealing Minecraft content. StopModReposts!
    Quote from Cuchaz»

    I think DRM is totally the wrong way to go. I bet a carefully-crafted license could grant enough rights to let players use our mods the way we intend, but without threatening the monetization methods that some modders depend on.

    We could possibly grant licensees the ability to distribute derivative works, but not copies of the original work. And we'd have to enforce that derivative works must use different logos, names, etc. We could refer to the Firefox/Iceweasel issue for guidance here.

    I agree that DRM would be the wrong way, but I have always heard that you should avoid custom licenses at all cost, unless you had a lawyer help you write it. Because otherwise you open up the possibility of fancy reading in a court room where someone could twist your words around.
    Posted in: Mods Discussion
  • 2

    posted a message on List of sites stealing Minecraft content. StopModReposts!
    Quote from Cuchaz»
    This seems like a fantastic idea. I have a question though. Many mods are distributed using very permissive licenses (eg GPL, Apache). Copying and distributing (eg) GPL'd mods is not actually against the terms of the license at all. These licenses are actually intended to promote sharing and derivative works. I agree that there are less scrupulous websites out there that are essentially stealing web traffic from mod authors, but for permissively licensed mods, what recourse do mod authors have for redirecting that traffic back to their sites without changing the licensing terms?

    My mods are currently released under an odd license that allows redistribution with direct attribution (I got it from a thread about mod licenses), but I am planning on switching my mods to use the MIT license to match the rest of my software. Unfortunately that license allows no way to really restrict redistribution, and I don't want to use a more restrictive license because I want to allow the mods to be modified, included in modpacks, and used as example code for other mods.

    Currently the only solution I have thought of to this problem is some type of DRM-type solution, which I am against. But if this were to be implemented, it could be made effective by giving each release of the mod a unique identifier, and upon mod load the mod checks it's ID with a server. If a mod is illegally redistributed, that build could be blacklisted and a new build released. If a build is blacklisted, the mod could either disable itself (full-DRM, this would be BAD precedent for modding) or do something nicer like display a warning that the build was blacklisted, and display a warning about whatever site was hosting the mod (the text could be downloaded from the server as well).
    Quote from Reika»
    I second that this should be stickied and that the average user must become aware of this. Too many people - some of my estimates put it at more than 20% - go to sites like these to download mods and suffer as a result, and often then transfer that suffering onto the developers, myself included.

    I 100% agree. Just the other day I cleaned off a computer that had been riddled with a massive virus infection, and after removing 6000 malware items I decided to find what had initially infected the machine. What I discovered is that the user had tried to download a "Mod Installer" from one of these sites, and the installer had installed a dropper (a dropper is a virus that downloads and installs other malware). Since he had no AV installed, the infection quickly expanded to infect the whole machine. If there were less sites redistributing mods, there would be much less of a chance of getting fake installers like this in the first place.
    Posted in: Mods Discussion
  • 1

    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    Quote from gutza1»

    java.util.ConcurrentModificationException
    at java.util.HashMap$Ha****erator.nextEntry(Unknown Source)

    Funny how MCF picked up the "s**t" in Hash_Iterator :)
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    Quote from cluedo97»
    So I got it working in vanilla i read trough the forum and found that i need to use a jvm argument and it's working, the bad thing is that ftb dosen't support this :(. will try to install all the mods manually and see if that works

    Quote from cluedo97»
    so I been trying to install it into vanilla minecraft with forge and I'm putting it into the jar but it's not starting do you have some guide to install it somewhere? or am I sing a wrong forge version, I'm using the 965.v

    I am not sure how FTB's launcher works, but if it allows adding arbitrary java arguments you can add the required args there. If I do end up porting this to BlazeLoader, it will have a much easier install.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    Quote from cluedo97»
    thath's sad to hear I use your mod as an tradition for the winter times, hope someone else can pick this up or i will have to do it somehow

    I'm glad you liked it! If someone does want to work on this I can try to find the source for it (I still have it somewhere). It is also possible that I may update this to forge or sponge API when it comes out, or possibly to BlazeLoader if I finish it. But either way I will be going to college soon and probably wont have any time to work on mods regularly.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    Quote from cluedo97»
    so I can't use it with ftb modpacks then because you it seems like you can't install mods into the jar. :(

    I guess not, but honestly I've never tried. But I am getting out of modding anyway, so it would be better to not depend on this mod being maintained.
    Posted in: Minecraft Mods
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