You have just made my day friend. Thank you so much!
- kopc0801
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Member for 8 years, 5 months, and 21 days
Last active Wed, Oct, 24 2018 11:19:31
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SockWulf posted a message on Totem Defender (Updated 2018/17/06)Posted in: Minecraft Mods -
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Socko posted a message on Totem Defender (Updated 2018/17/06)Posted in: Minecraft ModsAbsolutely love this mod my friend. Nice work! I love having the option to create natural feeling defences that fit vanilla very nicely indeed. Thank you. Are there plans to move forward to 1.12 at some point? No worries if not. I've enjoyed your work enough already.
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DreamMasterXXL posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and GeneticsPosted in: Minecraft Mods -
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Chocohead posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and GeneticsPosted in: Minecraft ModsJust so people are aware, I've made my own patcher to use ASM to fix Binnie's code directly rather than decompile and fork it like (I presume) vSkyD1 did. It should also be noted that by doing so, there's no licence issues if you wanted to include it in a modpack. Download + more information here: http://forum.feed-the-beast.com/threads/1-7-10-binnie-patcher.143722/
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Gun_Arm posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and GeneticsPosted in: Minecraft ModsLike all of you, I have been following this for a long time and I want to chime in and say a few things.
I see all sides of this.
I respect the fact that this is Binnies personal work, and although I am a fan of open source software, I respect a programmers right to protect their IP.
I understand Binnie being busy.
I understand how Binnie could be annoyed with the constant demands and whining about updating. And the 5+ solid pages of noobs posting the same duplicate issue about it in his issue tracker. I bet theres over 100 duplicate issues about it, idiots posting giant stack traces into the curseforge comments, a new one every day. Binnie has not bothered to even mark these as duplicates since back in August.
On the other hand packmakers find themselves not knowing what they are supposed to do here. Nothing uses forestry 3.6 anymore. In order to keep forestry 3.6, Reika's mods have to be kept back, which have the absolute worst, most obnoxious, buggy and terrible update nags I've ever seen. Modular power suits doesn't work and can't be updated because Numina requires forestry 4. Gendustry has to be kept back of course. Immersive Engineering has issues. I'm sure there are several other examples. But a lot of people really do like this mod. Basically we are having to hold back several bigger more central mods, because we "have a friend who likes the bees" and we are forced to choose between having a stable pack and Binnies mod. The sheer fact that we are letting this smaller addon mod hold up the updates on a slew of much bigger and more central game mods is really absurd, but a testament to how much people like this mod.
So, I was with the people saying to be patient, Binnie is a student and only has time to work over the holidays:
"Geez it's only been two weeks, give binnie time to update"
"Give binnie a break, he will have an update after halloween"
"Cut binnie some slack, I'm sure he will have an update during thanksgiving"
"I really feel like there will be an update during the christmas holidays"
Now we are two thirds of the way through January. Not only has there been no updates in 6 months, Binnie has not resolved a single issue in his issue tracker since August, and those were just marking dupes and false-bugs. No issues have been resolved that required code changes (as far as I can tell) since the ones that went into pre14. I can find no evidence he has worked on this mod at all since the last release.
It would be one thing if Binnie popped in to say "sorry i have been busy, and will still be busy for a while" or "I'm sick and tired of dealing with this and i quit" or even "hey guys I am still alive, not in a coma or in some foreign prison". But he has not commented in this thread for 362 days. He has left us to frankly flounder and worry, with no idea of the status of the project, if it's dead, if he's dead, if we should drop his mod out of our packs and our minds. This is the only part of it that I find really frustrating. It's sortof the equivalent of breaking up with someone by way of just moving out of the country with no notice or explanation. His account was logged into Dec 3rd, and he clearly saw the panic going on in here, and did not feel like making any comment.
All of this to say, I am behind this idea of decompiling the mod and updating it just to fix these compatibility problems. I am assuming he got a job or a girlfriend and just doesn't care about this anymore. Until the time Binnie comes back to defend his license and to tell us he has quit development or otherwise, my suspicion is this is a project he just started on a lark 4 years ago, and he is growing tired of it following him and making demands on his life, and he wants out. I don't know this for sure of course, because he has been MIA for such a long time.
So i know some people had given you a hard time about decompiling the mod, and I wanted to weigh in on the other side and say you are doing us all huge favor
Is it technically against the license? Yes. But do it in good faith. Don't attempt to take credit for it or add features beyond patching it for forestry 4 and related bugfixes. Be emotionally ready to take it down immediatly if Binnie ever comes back and has a problem with it. Be willing to hand over your changes to binnie so he can take advantage of them if he chooses to enforce his license. -
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vSkyD1 posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and GeneticsPosted in: Minecraft ModsI would gladly put the update, but there are people who do not want to, so I did it. I'll update mod for themselves and a few people, but to spread public probably will not.
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CAJlO posted a message on Totem Defender (Updated 2018/17/06)Posted in: Minecraft Mods
Yeah, I was not clear enough, I think. (Sorry about that, english is not my native)
Just imagine, you have a factory, but you do not want to kill anybody instantly, you want creatures to attack this totem. Totem has smth I call Aura of hate. So, you entering dark place - monsters start to attack you, but no more - you have a great totem, which is divert thouse stupid monsters! Ta-daa!.. =3
What I mean, when told about king of hill - did you ever played games, where has an enemy entry, a long road and your fortress? Players could do this mini game with that staff - it would be a real totem Defender!!! Players would defend this totem from creatures! You understand what I mean now? When Agro totem will tire, becouse it was hitted too much - game would be finished... I don't rly know if it clear now.
About amulets should think... They must be kept in inventory?
Why not? Did you ever played in Diablo 2? There ware special talismans, which players were kept in theirs inventory, or you could make it to put in head slot such as helmet.
By the way - now I have another idea - rituals.
All it would need - Altar block, Mask helmet and Drum block.
Altar block would be something like tribute block, but not for totems - for rituals.
You could invent so much rituals - may be for rain, for clear sky, for day or night, even for enderdragon resurrection! Or for changing white skeleton to black one! I belive that your project would be better and better! Really, its potential is endless! -
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CAJlO posted a message on Totem Defender (Updated 2018/17/06)Posted in: Minecraft Modshave few ideas
1) Agro Mode - mode, which will try to attack with 0 damage, for example 1 time per 5 seconds. (may be it would have some hp points)
2) Tribute block - block, which will have some "tire" points. So, totem is placed on this block and totem could do smth, until it is not tired. If totem was work hard - totem has tired and stop its function, until rest. So wooden tribute block, iron tribute block and etc...
Tribute block may "want" to eat meat for example... I mean you want to charge your totem before totem rest some time - so you make a ritual kill of a pig for example and its blood recharge totem instantly...
With this(1,2) feature players could create mini games such as king of hill.
3) Barrier Mode - mode, which will prevent smb to enter in its zone and change attack to zero.
4) Tribute advanced block - a block, which could turn on and turn off totems for example with lever or button.
By the way - it is very interesting mod for me, I like it so much. But for me it is made a little bit "hard". May be some features better integrate inside the totems? Such as mods for example... I don't know. And one question - why 4 slots inside? Totems has 3 heads... May be make totems taller or less slots? It would be a little bit more realistic.
Also a little idea of amulets, its simple - you create a thing, which will make you more powerfull if this item was charging some time near the totem...
May be you will add some features such as change day to night if tribute was good enough and many, many staff like this.
Keep this great work, it is really cool.
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BogdanG posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and GeneticsPosted in: Minecraft ModsAmenhetep, mod Binnie-mods do not need a lot of work just to update the Forestry API and rename methods!
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sky_01 posted a message on TileEntitySpecialRenderer flying bugPosted in: Modification Development
Good idea making the GIF. Now I'm even more confused, though. If I had a dollar for every time I said "The code SHOULD work!" I would have one more dollar now. Everything in your TESR class matches mine, which works for the exact same version of Forge (11.14.4.1563).
Try looking at vanilla TESRs and copy-pasting their code? I doubt it will help, though.
I've got to go. Good luck!
This is me right now:
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Small mod with helpful things for building in Survivor mode which add:
Yes, with this your shovel or pickaxe (vanilla and modded too) will dig 3x3! With Shift key will disable this feature and the shovel will dig 1 block as normally.
Scaffold like ladders and crumble if you break the bottom block. Right click with scaffold in hand will build scaffold on top scaffold's tower.
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Mod adds 4 totems, which defend territory from enemy entities. Totems are configured by configuration items and have 4 base attributes: attack's speed, damage, radius and level. Upgade item level depend on totem level — it's not possible to use level 2 items for level 1 totem, but possible use level 1 items for level 2 totem. This would work well for balance.
Steps to configure totem:
1. insert mode (projectile or AoE)
2. insert filter who need to track (enemy, living, player, etc.)
3. insert optionally upgrades
4. enjoy!
Craft recipes of the common items and blocks:
Source of mod on GitHub. You can add new features
Please save codestyle in your commits.
License Apache-2.0
https://github.com/KorDum/TotemDefender
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Version alpha for 1.12!
https://minecraft.curseforge.com/projects/binnies-mods
Please post bug issue here
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Version alpha for 1.11.2!
https://minecraft.curseforge.com/projects/binnies-mods
Please post bug issue here
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Version pre18 beta for 1.7.10!
https://minecraft.curseforge.com/projects/binnies-mods
Please post bug issue here
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Version pre17 beta for 1.7.10!
https://minecraft.curseforge.com/projects/binnies-mods
Please post bug issue here
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Version pre16 alpha for 1.7.10!
https://minecraft.curseforge.com/projects/binnies-mods
Please post bug issue here
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Update 1.2.0 for mc1.10.2
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Update 1.2.0 for Minecraft 1.7.10:
1. fix ignore armor resist
2. added Knockback modifier
3. improve GUI
Need to be ported to Minecraft 1.11?