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    posted a message on GuiAPI - Searching for someone experienced with OpenGL

    I'm working on a continuation of GuiAPI firstly created by lahwran and later worked on by ShaRose.

    You can check the progress here: https://github.com/Caellian/GuiAPI

    I need someone who knows how to render tiled textures within certain area.

    Posted in: Modification Development
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    posted a message on Is there a command that makes a block act like FallingSand? (such as falling redstone block)

    With command blocks:

    /execute @e[type=Item] ~ ~ ~ detect ~ ~1 ~ minecraft:redstone_block 0 /summon FallingSand ~ ~1 ~ {Block:"minecraft:redstone_block",Data:1b,Time:1b,DropItem:1b}
    /execute @e[type=Item] ~ ~ ~ detect ~ ~1 ~ minecraft:redstone_block 0 /setblock ~ ~1 ~ minecraft:air

    That's it, second one must run AFTER the first one. These work in 1.9 and I think they should work just fine in 1.8.

    Note that these will only work of the block below redstone is destroyed (or if an item is dropped below redstone block).

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I need help with piston mechanics

    You can't power the middle piston diagonally without powering the piston above.

    I don't think there's a way to do this if slabs don't work.

    In order for middle piston to get powered directly the piston below has to be BUD powered, and it can either be directly powered or BUD powered, but that would require the piston above to be powered.

    Maybe you could say what you need this for and we could think of a solution for your case.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [CHALLENGE] Nuclear Apocalypse

    Probably not a good idea considering that water is one of easiest ways to transfer radiation and all surface water is contaminated, contact with it is likely deadly. Darker glass reduces light passing trough it and is better for underwater base because it will get warmer than white glass as it absorbs more photons.

    Posted in: Survival Mode
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    For people asking me if I am going to continue this mod (there's been many):

    I never said I will, I only hinted that I might as it brings a lot of interesting programming problems (and I like writing those).

    I however also have limited time (as Cuchaz) and am currently working on M3L based project that should make NOVA project directly compatible with Minecraft code (instead of being based on Forge and MCP) and go to school.

    This project (called NOVAL - NOVA Loader) is a very complex one becuase I need to catch up M3L with current versions of Forge (signs of insanity?).

    I sadly don't allow myself to share it on GitHub because it is completely broken at it's current state and as I've said, fixing is really slow and complicated without me needing to also deobfuscate Minecraft code (yes, I do that too).

    NOVA is also currently at halt as it's currently only developer Calclavia is busy with school or something like that.

    In conclusion, if I had all the time in this world, I would work on this mod. But I don't, I still have school, M3L/NOVAL and I'm also a human being with a huge amount of other interests. If you're interested in how M3L/NOVAL is doing (and don't mind my 'I'm in love, everyone look at me being in love!' tweets), you can follow me on twitter.

    I don't want to push myself too hard because if I do that, I will most certainly loose interest in working on these big & ambitious projects started by Cuchaz.

    Posted in: WIP Mods
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    posted a message on [CHALLENGE] Nuclear Apocalypse

    I created a map [here] for this challenge.

    If you are interested, screenshots can be found [here].

    Hope everyone enjoys it. :D

    Posted in: Survival Mode
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    I might continue working on this mod until Cuchaz returns after adding a bunch of content to M3L and fixing some stuff.

    I would also like to ask Cuchaz to link me the TWL source since I can't seem to find it.

    Posted in: WIP Mods
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    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders

    M3L doesn't use either MCP or their mappings. MCP team approves only of forge AFAIK and explicitly said to Cuchaz not to use their mappings.

    I think I'm better off deobfuscating code myself considering Minecraft modding community is pretty much like bunch of spoiled and greedy kids in a sandbox covering each other with sand. I just wanted to mention that Enigma pretty much does everything MCP does, but it is way more flexible and less likely to break in future and thanks to Cuchazs and my build scripts it integrates beautifully to both gradle and python.

    P.S.- tinsvagelj is my old account I don't use anymore but I couldn't log into Forums with this one, so I used the old one (and still apparently am... haha).

    Posted in: WIP Mods
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    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders

    Cuchaz, to be honest, I think you've done a lot of amazing work. I will move M3L to a git repo and continue working on it (if you don't mind). At any time you are completely free to copy my progress if you want to. Reason why I'm moving my version of this project to git is because I'm more used to it, but I'll try to keep mercurial updated. So far I've done gradle build script and am updating python build script to python3. I will also write a NOVA M3L wrapper as soon as possible. I just want you and everyone else to know that this mod loader is still pretty much yours, I'm just contributing to it while you can't.

    Posted in: WIP Mods
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    posted a message on Dimensional Doors v2.2.4
    I'm adding your mod to my modpack if you don't mind or have something to say. You will be given credit and link to this forum, also, I don't have profit out of modpack, so as long as it is okay with you, your mod will be included. If you request for some reason, I will remove your mod from my modpack. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Which mods can I use in modpack?
    Which mods of the following can I use in my private modpack:

    Additional Pipes
    Advanced Machines
    Advanced Power Management
    BuildCraft-IndustrialCraft2 Crossover
    Chest Transporter
    Ender Storage
    Rotten flesh to leather (Fleather)
    Gravity Gun
    IC2 Nuclear Control
    Immibis core
    Immibis peripherals
    Logistic Pipes (unofficial)
    Mine Factory Reloaded
    Misc Peripherals
    Advanced Solar Panels
    Gravity Suit
    Macro Keybind Mod
    Modular Force Field System
    Modular Powersuits
    NEI Red Power Plugin
    NEI Plugins
    Nether Ores
    Obsidi Plates
    Omni Tools
    Portal Gun
    Power Converters
    Power Crystals Core
    Thermal Expansion
    Voxel Menu
    Voxel Player
    Weapon Mod
    Wireless Redstone – Chicken Bones Edition (Core, RedPower, Addons)

    Have in mind that I removed ones which I know I can use.
    Tanks in advance.
    Posted in: Mods Discussion
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    posted a message on Modloader 1.4.7 Crash
    There should be config folder allocated in .minecraft folder, it that folder you should find config files of the mods you have installed), open them with notepad or notepad++ and edit ID's, you can search on YouTube for help about that.
    Posted in: Java Edition Support
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    posted a message on Is Tekkit illegal?
    Quote from raabu

    It's really easy because Forge has come such a long way. Tekkit used to be a godsend.

    Totally agree, before it was even hard trying to install mods together, like, you weren't able to install more than 3-5 mods without minecraft crashing, now you can install hundreds and it still wont crash.
    Posted in: Mods Discussion
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    posted a message on Need Help With Installing And Using Mods
    I'm afraid that Aether and Mo'Creatures aren't compatible couse Mo'Creatures requires Forge which conflicts with Aether. :-(
    If you want toon of mods which change game to it's roots you can try out Feed The Beast Launcher Modpacks, I suggest you watching direwolf20 (no youtube) to get known with most of those mods cause they are hard to get into, but once you learh now to use macerator and electric furnace from Industrial Craft 2 you will know how to learn the rest. :-)
    Posted in: Mods Discussion
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    posted a message on Modding N00b - Needs help understanding!
    ID - Item/Block ID's are a way minecraft blocks and items present themselves, every item/block can have 1 unique ID

    Forge - API/Somethin which is required by "Forge mods", they are easy to install and made to work together. You might need to change ID's from time to time when installing new mods, but there Forge comes in place cause it has integrated "module" which with it supports up to ~4000 Block and Item ID's. Every mod is simple to install as all you need to do is drop mod zip file in mods folder. Lot of mods are now made for Forge as it is better than Risugami's Mod Loader.

    MCPatcher - A program which is used to patch some minecraft files and add features like HD Textures Patch (Textures which outbound 16×16 pixels limit) - Without that patch HD Texturepack look wierd, it also adds Better Grass Patch (Connected grass), Random Mobs (Random mob textures - requires texturepacks which support that feature cause vanilla MC doesn't have more than one texture for every mob), Connected Textures (No borders if same blocks (Glass, Bookshelves) are placed next to each other).
    I don't really use this programs cause of:

    OptiFine - Minecraft mod, compatible with Forge, but needs to be installed in minecraft.jar. Contains all features from MCPatcher, FPS Boost (Removes Lag), and all of those are configurable under Video Settings in minecraft, it also has features souch as View distance slider, ability to remove any animations in minecraft (to remove Lag), toggleable Time & Weather, and mouch more, I would recomend you this mod if you are getting lag and it removes lag when you have installed toon of mods.

    Client/Server - Client is the thing you run every time you play minecraft, it renders textures and graphics (Blocks & Items), and Server does rest of the work (Remembering player locations, things inside chests and furnaces).
    If you find on Mod website - Client download, it means that you need to install it normally like every other world, Server downloads are files that you need to worry about only if you are going to run your own server with mods, Universal downloads are ones which can be installed in Servers and Clients, note that some mods are Client only, like for instance Rei's Minimap, Cause it only displays minimap and doesn't change game mechanics. If you install client only mods on servers you will probably get a crash. Also Inventory Tweaks is also client only mod.

    ModLoader - Something that loads mods, there are "Risugami's ModLoader"/"ModLoader"/"RML" and "ForgeModLoader"/"FML" both do the same thing, FML was actually added to Forge so it can support RML mods, but RML cannot support FML mods.

    I recommend you using Forge and OptiFine, also notice that TooManyItems mod does not work with most of the Forge mods so instead install NotEnoughItems from chicken_bones. Don't bother about MCPatcher cause no one actually uses it, if any mod says that you need MCPatcher install OptiFine and it should work better.
    Posted in: Mods Discussion
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