I tried dropping just the ConvenientInventory.class in to the minecraft jar, for compatiablity with nei and it didn't work. I was using it with FTB and originally suspected this could be the problem but then I checked out the nei src and the class that handled CI compatibilty seems to have changed.
Can anyone one confirm that the newest version of nei is not working with CI?
If it is not, Alex can you check in to it and see if it is on your end or if chicken_bones accidently dropped the compatibilty code, he has the source in the nei topic.
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Dec 9, 2012valakas46 posted a message on Revamp - Rivvest's Enhanced Villagers and Mob Performance | v1.3.1 - Bug fixes1,2) I agree that calculating the volume/floor space of a house could be resource intensive, but I think it would only need to be done once a day. Something like do a check each new dawn and if something has changed then the villagers can redistribute.Posted in: Minecraft Mods
My world is here, http://www.sendspace.com/file/bi3e20 village is at 400,250.
6) The ablity for villagers to repair a damaged house, obviously it would be bad if this kicked in when you were building/addingon/changing a house, so it would have to only happen if a monster/fire/lava caused the damage.
I know this is probably non-trivally, I think the best bet would be to save the blocklayout for each house, then watch for explosions/fire updates in a "box" around each house, then if there is a change to the layout after the explosion/fire then have the villagers fix it at dawn.
Dec 9, 2012valakas46 posted a message on Revamp - Rivvest's Enhanced Villagers and Mob Performance | v1.3.1 - Bug fixesHiPosted in: Minecraft Mods
Great mod I'm using it on my server for me and some buddies! Thank you for making it, it is sorely needed for the villager AI.
If you don't mind suggestions then I have a few,
1) Maybe make villagers distribute using the volume of a house or the floor space (using all levels). I have some houses that really aren't filling up. (this could be related to point 2, if you think it is likely that this is the case, then please disregard this.)
2) Config setting to increase/decrease the wander range of villagers would also be good, the way my town is laid out right now there is a building with alot of doors(think apartment complex) and it seems to be too far away from the rest of the village for people to move in to the rest of the houses.
3) Villagers try to find houses that are close to key profession items
Farmers close to tilled soil, librarian close to bookshelves(maybe sugarcane,cows),blacksmith close to furances and iron blocks,butcher close to animals, priest in/close to buildings with really high ceilings and/or glowstone blocks and/or glass.
Generic villagers in houses that don't meet these settings.
4) Female villagers, family structure, childern ALWAYS find the house their parents are in, till they grow up.
5) A block to help control villagers, this could range from a "baitblock" to a block that allows you to assign a house to one or more villagers villagers.
6) The ability for villagers to restore a house, when it changes from something other then the player.
I know this is a lot of ideas some of them would take a crazy amount of work, but they are just ideas, thank you for all your hard work up to this point and beyond.
Dec 2, 2012K home again.Posted in: Minecraft Mods
I'll take a try that this again.
I'm likely tying CI in to the wrong place in the base code.
I'll try to find a place that gets around these issues.
K I think I found the issue with it not working, I was passing the wrong thing to CI.
Tested crafting in inventory and at a workbench this time, also moving stuff in and out of chests.
Put up a server so I could test multiplayer it seems to be working.
Let me know about any and all issues.
I get that it is annoying that I'm uploading this and it is not workingperfect guys but I'm just trying to hack it together and get a feel for it.
Let me know what is not working and I will TRY to fix it.
Think of it as super alpha
Dec 1, 2012No idea, just kinda bumbling through.Posted in: Minecraft Mods
It is possible that ShadowAlex1 has some TMI code that he includes that makes it work.
Or he might hook into the code somewhere else so there isn't a conflict.
I'm AFK for around 24 hours but then I'm going to keep trying to get CI working as a forge coremod, that should *fingers crossed* keep it out of the jar and help with the conflicts.
Dec 1, 2012Posted in: Minecraft ModsQuote from Fevix
Valakas, your version doesn't even seem to be working for me. It's acting like it's not even installed. I'm trying to use it with TMI, though, so that may be the problem here.
Anything that overwrites/modifies the auy.class file in the jar won't work with it. Which both tmi and nei do.
Dec 1, 2012No idea about the multiplayer.Posted in: Minecraft Mods
I'll check in to the damage values.
And do you have forge installed?
Here Just redid it without forge.
Let me know if it works.
Dec 1, 2012Ok here it is.Posted in: Minecraft Mods
Drop it in the jar, likely IS NOT compatible with nei as NEI overrides the auy.class file.
I TRIED to make it a coremod, for some reason I couldn't make it work.
ShadowAlex1 if this is a problem let me know, and I will remove it as soon as I can or ask a mod to remove the link. If it is I'm sorry.
Disclaimer: Everything is whoevers it is supposed to be, non of it is mine!
This shouldn't break you stuff but if it does it is on you. Use at your own risk.
That being said it is basically one CI file and literally one line of a base class changed.
Dec 1, 2012Hi EveryonePosted in: Minecraft Mods
Could use some help here.
I'm trying to update CI to 1.4.5,
I almost have it working.
Forge sees that it is a mod, the config reads and writes it if it is not there, and I can sort of get CI to work.
The main problem is I'm not sure where to call the main CI code from.
Basically there is a fuction somewhere that says do X when Y happens, and I need to know which one.
Does anyone know what function was used to tie in CI previously?
If so I should be able to put it out pretty quick.
Found it, had to comment some stuff out and it worked.
I'll upload a copy once I figure out how to get the mod out of it.
Ok, It is working, but modifies a base class that NEI overrides, trying to work it out now.
Assuming there are no objections from ShadowAlex1
Apr 6, 2011check out the mod called ruinsPosted in: Requests / Ideas For Mods
it comes with hundreds of different ruins that are spawn upon world generation
they are in template files that you can make your self and then post in the thread to share if you want
Mar 31, 2011valakas46 posted a message on [Closed] ☆ ☆ ☆ SUPER-EARTH ☆ ☆ ☆ The Original Minecraft Community ☆Minecraft In Game Name (case sensitive):valakas46Posted in: PC Servers
Where are you from?:Canada
Have you read and agreed to the rules in the post below?yep
Extra notes?:I like building me and my buddy both want to join so that other people can see our creations instead of just us.
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