• 1061

    posted a message on ChickenBones Mods

    As of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.

    All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
    As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
    Code Chicken Core is part of Code Chicken Lib as of 1.11

    Go check out the Discord for bug reports and questions.

    You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.

    Go for it!

    If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much

    I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.

    Old Post
    Downloads and Installation
    In case you missed it DOWNLOAD MY MODS HERE

    CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/

    WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/

    CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.

    All mods require CodeChickenCore.
    All mods go in the mods folder.

    For Mod Developers
    All of my mods have source avaliable on either BitBucket https://bitbucket.org/ChickenBones or GitHub https://github.com/Chicken-Bones

    Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
    Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.

    Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.

    This is just a library of classes that all my mods use. You need to install this if you are going to install any of my mods.

    Just throw this in the mods folder.

    CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
    The following public release contains some libraries that I believe may be of use to other modders.
    It currently contains the following:

    • Model library cable of importing obj files
    • 3D transformation library
    • Flexible and simple packet system
    • Colour helper classes
    • A few other misc helper functions

    All source code in this package is provided to any modder under the following conditions.

    1. The modder notifies me the first time they decide to use any code from this package in their mod.
    2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
    3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
    4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)

    Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.

    Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.

    If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.

    Source code may be found on the github
    Releases may be found on the jenkins download page

    Common Pitfalls My model renders like this: http://puu.sh/29Da9
    Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.

    Not Enough Items (NEI)
    NEI is a successor to both Too Many Items and Recipe Book. It arose around the same time as Craft Guide when Alexandria and a few others on the IRC suggested that I merge both Too Many Items and Recipe Book to remove their greatest flaws, ironically too many items, or in the case of recipe book, too many recipies. Too Many Items was great, but the one thing it lacked was an easy way to search and sort your items. When you had a mod like Red Power coming along with 10000 items both TMI and Recipe Book were racking up the pages. Even if you don't want to use NEI for cheating in items, you will likely feel right at home with the Recipe component of the mod.


    A good mod spotlight highlighting most features of the mod by Direwolf20.

    A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4

    A nice mod review by piedudeaus

    Another mod Spotlight by Phobic Bus with information on how to install.

    A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.


    Now you're probably thinking, I've seen TMI before, what a ripoff. What makes this one so much better? For a detailed explanation read on. A simple list is below.

    • Recipe Mode (Crafting, Smelting, Brewing)
    • Item Searching
    • Item Subset Dropdown menu (Hiding\Showing)
    • Complete SMP support if installed on server
    • Enchantment Sector
    • All types of Mob Spawners obtainable and place able.
    • Magnetic Mode
    • Heal Button
    • Mob Spawners in SMP show the mob type
    • Advanced configuration files
    • In game Options Menu
    • A few handling tweaks
    • An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader

    Detailed Information Recipe View
    Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
    Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).

    Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.

    Usage mode shows you all the recipes that contain that Item.

    And it shows shapeless recipes too.

    The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
    Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.

    Item Search Box
    The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.

    The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.

    Item Subsets
    The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.

    Mods can use the API to generate their own tag sets.

    Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.

    If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.

    You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
    Enchantment Selector
    By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.

    The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
    1. Click on it while holding an item it will delete the item you are holding.
    2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
    3. Hold SHIFT while clicking on it will clear your inventory.
    4. Just clicking normally will toggle Trash Mode
    Trash Mode
    When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
    Creative Mode
    Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
    Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
    Magnet Mode
    The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.

    Utility Buttons
    The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
    The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
    Save States
    There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.

    Options Menu
    This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.

    The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.

    The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.

    Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.

    Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)

    Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
    This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
    This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.

    Save states merely sets weather or not to show the save states, self-explanitory.

    If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.

    The KeyBindings all do what they say. Click on them and then press the key you want to change it to.

    Mob Spawners
    NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.

    Various Inv Tweaks
    Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
    Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
    There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
    Server Config
    A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).

    Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.

    I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.

    The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.

    NEI RedPower Module

    Due to Eloraam's kindness she has permitted this small module that will add features to NEI from RedPower. It will add the RedPower dropdown tags you see in the screen shots, Show all types of microblocks and redwires and add the Alloy Furnace recipe handler. Install it if you have RedPower.

    Installation and Plugins

    Same as the rest of my mods, place the jar in the mods folder.

    An install video is in the spoiler below.


    Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home

    Credits Inspired by TooManyItems and Recipe Book.
    Many friendly and supportive Beta Testers.

    Ender Storage
    EnderStorage is a mod that offers a means to store your items in The END, causing them to be everywhere and nowhere at the same time. All EnderStorage makes use of the magic of colors to link storage with its little piece of The END. Any EnderStorage with the same color code share inventory (even across dimensions). Currently there are two types of storage, EnderChest and EnderPouch.

    EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.

    EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.

    As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.



    Mod Spotlight by Direwolf20
    Wireless Redstone Chicken Bones Edition (WR-CBE)
    In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.

    The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.

    Differences from the original mod

    Now you're probably thinking, I've seen a mod like this before. What makes this one so much better? For a detailed explanation read on. A simple list is below.


    • Advanced GUI
    • Triangulator vector based
    • No GUI to use remote just hold right click. Remotes also set frequencies
    • Fancier block models integrated with RedPower Logic
    • Sniffer fades out and shows frequency with mouse over


    • Frequency Naming
    • Coloured Frequencies
    • Jamming
    • REP
    • Wireless Map
    • Addons for SMP
    • SMP frequency permissions and Private Sniffer
    • Interdimensional Ether
    • Trackers


    A nice mod spotlight by Direwolf20.

    A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.

    Detailed Information Core

    As you can see the gui has had some serious advancements.

    Yes the simple gui is still there

    A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.

    The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.

    The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.

    A receiver will power connected devices if there are any transmitters currently active on its frequency.

    SMP permissions
    There is a fairly complicated permissions system in place for SMP management.

    The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.

    It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.

    Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
    Public frequencies are there for anyone to do whatever they want with.
    Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.

    These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.

    Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.

    Bolt Effect

    What more can I say, Epic huh.
    The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
    For those who are intirested, L-Systems.


    The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.

    The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.

    For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.

    Wireless Sniffer
    The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.

    Private Sniffer
    The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.

    Wireless Map
    The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
    There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.

    While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.

    Wireless Tracker
    The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.

    These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.

    Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.

    The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.


    Formerly known as WR-CBE Redpower, this module contains the blocks of the mod. It requires ForgeMultipart, an open source multipart library to be installed and allows the tiles to be placed on walls and ceilings with covers and other multiparts.

    Note the jammer is supposed to be disabled when powered.

    ComputerCraft Integration
    Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()

    Credits Aliaz - Original Wireless Redstone mod.
    Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
    Alexandria, madindehead, Kenny - Beta Testing.

    As you all should know, the minecraft world is seperated into chunks. 16x16 areas that are loaded depending on how close a player is to them. If you have machines or plants or anything that does something in a chunk that is not loaded because there are no players nearby nothing will happen.

    This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.

    What makes my chunkloader better

    So you've seen a few of these things around before, Teleport Pipes has one, Railcraft has two. Immibis has one. Here's a short feature list.


    • Will reload chunks after a server restart
    • Works with frames
    • 100% not buggy guarantee (I'll fix it if you find a bug).
    • External viewer for seeing the loaded chunks and making sure everything works.
    • Server owners can set the number of loaded chunks per player, per dimenion and globally.
    • Will load and unload mystcraft dimensions as needed.
    • Server Operators can set them to only work when a player is online.

    Detailed Information

    Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.

    The radius determines the number of chunks to load around this one inclusive.
    The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
    The number of chunks loaded is shown below the radius.
    The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.

    The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.

    Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.

    It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
    The Red blocks are loaded chunks.
    The Yellow blocks are chunkloaders.
    The Green blocks are chunks that are being held by a chunkloader
    The Blue blocks are players.
    In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
    The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
    Mousing over a chunkloader or player will show info about it as a tooltip.

    You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.

    The Gui will close if you leave the server.

    Server Config Options
    The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
    The server can also add player names to a list to have chunkloaders only work when the player is online.
    There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]


    Credits MouseCop - Art.

    Q. When will your mods be updated?
    A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.

    Q. java.lang.NoClassDefFoundError: codechicken/core/something
    A. Install Code Chicken Core.

    Q. I can't spawn items!
    A. Change from Recipe Mode to Cheat Mode

    Q. Can we have wireless bundled cables (or any other variant)?
    A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.

    Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
    A. Logs or it didn't happen.

    Reporting Bugs

    If you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
    1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
    2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
    3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
    4. Post the information on the thread.
    Always use pastebin for logs.
    Do not PM me with any issues, I will delete your PM. Use the thread or IRC

    Victorzimmer for giving me an ftp server to host on.

    While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on.

    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    1.6.4 versions released
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    Erm, sorry bout the site guys. Backup here http://www.mediafire.com/folder/bs75g55qekmbm/Craftsaddle_Backup
    Posted in: Minecraft Mods
  • 3

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    For anyone wanting a new logic gate. Here's my proposal.

    1. It needs to have a purpose. You will need to provide examples of where this gate will be useful.
    2. It needs to be something that cannot be constructed in 3 existing gates or less.
    3. You must completely describe how it will function.

    As an example, here's the rs latch.
    The gate has inputs on the left and right, outputs on the top and bottom.
    When you activate the left or right input, it switches into that state. When in the right state, the top output is on, when in the left state, the bottom output is on. It will also output from the input sides based on state.
    If both inputs are turned on, the gate should deactivate until they are both turned off. If both sides are turned off at the exact same time, it will pick a random state.
    It can be flipped with the screwdriver.
    It also has a second screwdriver mode where the inputs do not get powered based on state.

    While the RS latch could technically be made with 2 NOT/NOR gates, it is a very fundamental logic circuit. Additionally, having only a two tick delay, instead of a 4 tick is quite useful.

    Should you be able to describe your proposed gate in this format, create a feature request on the GitHub repo for ProjectRed. MrTJP and I will be notified and will be able to provide you feedback on your proposal.
    Posted in: Minecraft Mods
  • 10

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Okay, time for people to chill out.

    MrTJP may come off as a rather abrasive person when answering questions, however that may not be entirely his fault. I constantly find myself annoyed at what constitutes current social 'politeness' (ironic that the word polite is so similar to politics). Often times the answer may be simply "no" because that's the correct answer, but people go and get all offended and start saying things like "Sorry to bother you then". It's important to always try and interpret what someone has said in the most positive way (giving them the benefit of the doubt one might say), especially when using an entirely text communication meduim where you can't see body language or hear their tone of voice.

    MrTJP has stated that he does not intend to demean or condescend towards anyone he is or has been talking to, therefore, it's now you're repsonsibility to stop and think, whenever you feel like he might be having a personal attack at you, or acting superior, that he has stated that isn't his intention and see if there might be a way to read what he's said that doesn't contain any negative intent, 99% of the time, you'll find there is.

    As for saying immibis is a far better coder, I think that's out of line. It doesn't really matter how 'good' of a coder someone is. What matters is the quality of their mod, whether it's optimised and efficient etc. MrTJP and I have both put a lot of work into this mod to ensure it has the best possible presentation for users, in terms of aesthetics, functionality and efficiency.

    As for something about releases/world breaking. My personal opinion was that the mod should not be released to anyone, until core features have been implemented and we know we're not going to change anything to the point of world break. MrTJP decided to allow you to have intermediate releases to test out the mod, provide suggestions and have some fun. As far as I know, no guarantees were made about world stability. It's for this same reason that the modpack policy is *currently* closed the way it is. If you didn't know this, and your world was accidentally broken, we apologise for this.

    Finally, as for reading the thread. I read my thread very, very occasionally after I've made a new major update, to see if there are any legit bug reports. For the most part, several weeks or months at a time, I completely ignore it. Why is this you say? Because of the sheer volume of bug reports from people who don't have the latest version, or haven't read back at least 5 pages. I rely on the goodness of other intelligent people to deal with that. If you have a bug, your best bet is to come find me in IRC, where the communication is much faster and I can get you to provide more information if need be. Understand that MrTJP may not see everything you post on this thread, especially as it gains momentum.
    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    I don't even know anymore.
    Posted in: Minecraft Mods
  • 3

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    ForgeMultipart builds 131 and above fix the loading issues with the latest forge.
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    Fixed the SMP issues, turns out in all my work, I forgot to actually test SMP...
    Posted in: Minecraft Mods
  • 4

    posted a message on ChickenBones Mods
    NEI is fixed, my apologies
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    Had to reset poll, still had results from the last one :P
    Posted in: Minecraft Mods
  • To post a comment, please .