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- jobicade
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Member for 11 years, 11 months, and 6 days
Last active Sun, Apr, 21 2024 06:15:36
- 17 Followers
- 2,868 Total Posts
- 591 Thanks
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May 22, 2019jobicade posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Jun 3, 2014jobicade posted a message on Help Us Test the New, Improved Minecraft Forum!Posted in: NewsQuote from CanaryCasserole
Well, this is going to take along time to get used to. And I notice I don't have all my titles. Or all my posts.
It's an old archive which has been restricted, a lot of the posts you have won't be there. -
Jun 13, 2013jobicade posted a message on Snapshot 13w24a Ready For Testing!Ooh, snapshot! Shiny...Posted in: News
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May 5, 2013jobicade posted a message on Community Creations - "Ghost Squadron" PVP Mini-GameAwesome map!Posted in: News
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I'll have to look into that one. I haven't done as much server work so I don't know if or where that information is available as of yet.
First off, thank you! I really appreciate the love. The breed indicator currently just shows you the type of food the animal needs, because the actual amount of time it needs to wait before breeding again is not available from the server or client side in vanilla code. I've tried to work around this, but I am yet to find a good way to get that information to show it to the player. In earlier game versions the information was visible, which is why I added the element in the first place. In my dev environment, at least for the moment, I've removed the element completely as it doesn't really say anything.
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Thank you for the praise As for your issue, I'm guessing it has something to do with connection info. Turn that off, and it should stop attempting to ping the server. (In the next update I'm working on, the ping should use the existing server connection, and shouldn't tip off any anti-cheat systems to suspicious behaviour - if it still does, turning the element off should always fix the problem, as the mod won't send anything else to the server unless it reports that it has the mod installed itself).
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I'm not sure yet. A long time ago I wrote an interface that felt pretty solid, but never got around to the world interaction. Maybe I/O terminals and machines could be linked up over some network, I'd love to hear any community ideas in that vein of things!
EDIT: Here's a mockup image I made at the time, which I remember fairly well. The concept is based around discs, which you could mount on a compatible machine. I also have some bundled cable textures, which may have been linked in. One of the biggest challenges with a project like this is remembering where the old components were going!
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Thanks! Back when I was first learning to mod, I wrote lots of small mods from simple ideas. Way more were left unfinished than finished - most of the small ideas I played around with are now going into Cherry, which should be by far the biggest mod I've made. Think "Random Things," but a large chunk of the code was written years ago, so I'm now rewriting it all together.
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Yup! My only setback is that I'm working on updating several other mods at the same time, so I can't say for sure when this one will come out. I want to make sure I get a good stable version together.
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I think that's been asked before, I've started a list of suggestions so I should actually remember this time. Currently work is being done on rewriting a lot of poor code written for the previous versions, so 1.4 is probably gonna be a big update.
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Few new features to talk about, I have added heart crystals from the mod of the same name and crafting recipes carried over from Craft Convenience. I also have a generic recipe for double slabs, so you only have to right-click once to place two at once - just two slabs in a crafting grid, shapeless because the vanilla game already uses the slab+slab recipe for chiseled sandstone. Working now on building blocks, just reimplemented the code from Snow+, which was my first ever mod. Ah, nostalgia...
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I feel after 2800 odd posts I'm obligated to post something here. I'm Sam, go by jobicade (right now, anyways). I change my username every 15 minutes or so, so if you have seen me here I was probably called NukeDuck. I'm a CS student, been making high quality™ mods for what seems like way too long now. I turned up way past the boom in popularity, only got this game in 2012 or so and started modding soon after. I don't play much anymore, unless it's with friends in a little private server, or testing out mods.You can probably guess which forum you'd likely see me in, although I mostly just reply to my own threads!
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... hm
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Surprised this hasn't been added to the base game yet, seems like an obvious little enhancement once you see it. In terms of implementation, does this work on all non-solid blocks? Does the snow layer renderer figure out the visible top surfaces of the block and render accordingly, or is it all static models? Do you make the snow step sound when walking on one of these blocks? Is the effect entirely visual, ie. is there an actual snow layer block on top of the original block? Hopefully some things to think about there.
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What do you guys think about mods hosted directly on authors' websites? I can see it might be a little harder to tell real from fake but most repost sites use the generic keywords like "free," "minecraftmods" etc etc in their domains, whereas a real author's site would most likely be their name. I was thinking about this earlier, although I'm not sure my own mods would really benefit from the extras of having their own dedicated site.
Edit: I've just had a look at my stats, the links posted on a randomly chosen site from the first page of "minecraft mods" Google search have far higher downloads than my most recent versions. I don't have referral stats, so I can't confirm these downloads came from those sites (which conveniently strip my ads), but it sure looks like it. The previous 1.11 version for Better HUD has double the downloads of the current 1.12 version, and 12x the dowloads of the current 1.11 version.
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I'm having a similar issue, although I never get a message like the guys above. I simply load a new page (or close and open the tab) and I'm logged out again. No clue what's going on, I'm logged in to Twitch and use it pretty often so my session should definitely be valid. Could it be the lack of a "Remember me" type control to keep the session alive?
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I can't remember exactly how the settings go, but if it's nowhere on the 'U' settings menu, then it's not supported AFAIK. Good thing is, I'm currently sorting out the giant mess that is my dev environment for all my mods, so I should soon have a pretty easy way of porting new updates to older game versions without ripping my hair out.
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In the current version (check the new release down below!) you can override default icons and add your own using the file icons.json in the config directory. To add new icons or look at the ones already available, you have to use armor_icons.png in (JAR FILE)/assets/armorchroma/textures/gui/. You can override this file using a resource pack if you want to go that route, or you can patch the mod JAR. In the future I hope to allow any mod to include textures and config in their mod which armor chroma will recognise, and non-devs could also use the same system.
The mod won't crash if unsupported mods are used, their armor will just show up as default (iron).
Update! Version 1.3 for 1.9.x, 1.10.x, 1.11.x and 1.12.x is now available.
Changelog:
Added
Changed
Fixed
Downloads are also in the main thread.
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Some updates on the features being added to the mod, I have now migrated all the tools and items from Tools Done Right into this mod (written in a much better way, too). Here's a screenie:
On top of the features which were already in TDR, I have added a system to upgrade any tool to any other tool of the same type by replacing the sticks in its recipe by the other tool. An example, upgrading an emerald pick to diamond:
This system should work with all tools which have a regular recipe (just the resource and sticks in the normal shape), including items from other mods. I haven't tested it yet, but I'm hoping!
The other new feature is a cool use for sponge (also sponge will generate in patches underwater):