Bukkit is not taking over Mojang, and I don't think Mojang is rolling over and dying for everything Bukkit, they are working together, so you can expect a program that works for both SSP and SMP.
As for other mods like Forge, I can't see them, and other like them, just giving up their mods. I don't see why they wouldn't just convert their mod to the new API so we can use their stuff too, as they would of had to anyway whether or not the Bukkit team had joined Mojang.
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Light up the thaumcraft building with nitor, you can afford it. Regular torches look out of place in the magic world.
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If you're concerned about taint growing when using the magic runes to speed up your devices, put some totems of dawn in the room. And don't forget to start a crystal growth room again as well as to place nitor around for light instead of torches - this is the magic world.
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Instead of removing the lumberjack option could you fix it to be more like this server mod:
http://dev.bukkit.org/server-mods/lumberjack/
When you chop down the bottom tree block, it removes the top most block, moving everything down one. It detects wood blocks to see if they are placed or natural, only removing natural. Then if a tree branches out, wooden blocks one block away get removed (i think should be at least 2), the farthest out back to the trunk, then down the tree. This way you can remove the tree and use axes on it normally without having to climb all over the tree.
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http://www.minecraftwiki.net/wiki/Tutorials/Update_LWJGL
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I know other mods have to be updated first. Seeing as there was a lack of the question being asked in the last two pages I thought i'd yank your chain a bit, lol. I'm in no rush for updates, i still have 1.2.3 to continue using mods.
What I do hope you can do is point me to an official link to the Forge mod. Your link listed on page 1 only leads to a direct download. And everytime i try do a search, either here or google, i get hundreds of other threads that mention or use Forge but don't give an actual link to the forum subject which makes it confusing to find the original Forge forum. Could you give me a link?
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Instead of removing the lumberjack option could you fix it to be more like this server mod:
http://dev.bukkit.org/server-mods/lumberjack/
When you chop down the bottom tree block, it removes the top most block, moving everything down one. It detects wood blocks to see if they are placed or natural, only removing natural. Then if a tree branches out, wooden blocks one block away get removed (i think should be at least 2), the farthest out back to the trunk, then down the tree. This way you can remove the tree and use axes on it normally without having to climb all over the tree.
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To change Timber mod toggle key to F = 33.
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I'm no modder but from the sound of that, if both you and ExtraBiomes people did this, the mods might not conflict as both mods use the same mod requirements - modloader, modloaderMP and Forge. Both mods use different biome generators, so there's no conflict there. It's where you both mod the same few minecraft class files. And item IDing, but that can be resolved. Everyone will probably have to do it that way anyway when the new MC API comes out.
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If there's a vote being cast for this, add me to it. Your biomes plus their biomes, your trees in their biomes - our minds would be blown away!!! Now I wonder if the new minecraft api coming would allow for two separate mods that alter the same class files to work together. It would be nice.
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