• 2

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from q3hardcore
    When it's done. (tm)I'm very busy at the moment, but I just need to put a few finishing touches on the installer before release.
    You just made me rather happy.

    I've been avoiding committing to 1.7.x and 1.8.x, because I have become heavily dependant on the "cheats" part of SPC (specifically, I've created a massive list of teleportation locations, via waypoint, and set the list up in Macros as a drop down menu, to select *~where~* to teleport me, just by pressing my Xbox 360's Back Button, and then clicking the button menus on my GUI).

    So hearing that you're actually continuing the project... well, I'm rather happy. I mean, I know I could just use VoxelMap, and the teleportation feature for its' waypoints, but it requires a bunch of annoying extra steps, that I don't feel like doing. Especially not on a controller (I can't play with Keyboard/Mouse, because of my CTS). Plus, while I do dig the new Commands in Vanilla Minecraft, that mimic WorldEdit, it's extremely limited in terms of what it can do... so I really miss *~real~* WorldEdit.

    Thank you, Q3! I look forward to seeing SPC make its' debut in 1.7.x/1.8.x!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4][Forge] Colored Glass
    Quote from CptSpaceToaster

    Let me rename it.
    I have the power of scripting on my side!
    Make it so, number one.

    And now, I'm off for the night. Don't forget to check your private messages (if you haven't already)... I've linked you to the new texture pack.
    Posted in: Minecraft Mods
  • 1

    posted a message on ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]
    You know, given that Forge is going to be "removing" Risugami Modloader support, for their 1.7.x release, and Risugami has been "AWOL" since he popped up the 1.6.2 download link...

    ...maybe my earlier statement of "being compatible with both Modloader and Forge" should be retracted. I'm surprised to be saying this, but Forge is actually a pretty solid modding tool, and the fact that it (unlike Risu's Modloader) actually works with LiteLoader (instead of crashing back to the console), has me using it with 1.6.2/1.6.4.

    So... yeah... Loopy, unless you intended to make Control Pack a 100% standalone mod (that doesn't inject into the Minecraft.Jar file), you might want to consider whether you want to make this a Forge mod, a LiteLoader mod, or a "standalone". >_>

    ...just my thirty cents. Don't mind me.
    Posted in: Minecraft Mods
  • 1

    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]
    You know... it would figure that when I finally find a mod that gives me coloured glass and panes, and I decide to make my own textures for it... and then end up with the mod author liking connected textures so much he asks me to completely redo the original textures to support CTM...

    ...That Mojang would release a snapshot featuring coloured glass and panes, with blocks that look very close to the blocks I have spent the last two days getting just right, so it would mirror default glass.

    Man, what are the odds of that happening?

    ...if you need me, I'll be screaming into my pillow.
    Posted in: Resource Packs
  • 3

    posted a message on [1.6.4][Forge] Colored Glass
    I'm not sure if I want to laugh, scream, or growl at Jeb, Grum, and Dinnerbone, for ninja'ing in Coloured Glass Blocks and Panes (and, yes, I've double checked... there are Glass Panes in the latest snapshot, too... but no coloured Sand Blocks, beside the "Red Sand" block).

    I just finished the CTM tiles for connected textures, and they release a snapshot with their own "Stained Glass". Man... the irony is... irritating.

    But, that said (and as CptSpaceToaster pointed out), the "official" coloured glass doesn't feature connected textures, and given how long it could be, until 1.7.x releases, at least there's still a nice Coloured Glass mod for 1.6.4 players to use.

    (Though, now I have to update my own Resource Pack to reflect the naming conventions for the official blocks, and directory structure... urgh... my work is never done...).
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from portablejim

    There is already liteloader for loading client only mods (like maps, etc.). Blazeloader is a mod loader and api that is being developed. (It has even caught CPW's eye). So there will probably be something to fill the gap of RML (if one is left by it is not being updated for 1.7).

    One thing to understand is the FML is separate to Forge. (~1MB download vs ~6MB download). Forge is a mod that FML loads, and FML is the mod loader that Forge uses (so when you get Forge it automatically gives you FML because it is a prerequisite). You can download FML separately and create a mod that does not use Forge. So while it can be a small distinction, it is one that must be understood before too much discussion is had between mod loaders.

    For me, I am a forge modder, but I can understand (or at least I think I can understand) the reasons for wanting something light like RML. The benefits of FML (and the benefits of forge) may not benefit smaller mods against the size of FML (and Forge).
    Oh, believe me, I already know that LiteLoader exists (I've been using it, and 80% of the VoxelModPack for well over a year now)... and I also know that as of 1.6.x, Modloader and LiteLoader being in the same Jar? Yeah... not gonna work, because it hard crashes the moment it finds the Modloader classes. Not fun.

    But you are right... if RML doesn't continue, for some reason, or another, then someone will take it's place. Right now, I'm "fine" with what I'm using for modding (LiteLoader with Forge as my Cascading Tweak, and then MCPatcher on top of it. Nothing breaks, no conflicts, all gravy), but I'm actually extremely worried, about 1.7.x, and whether I'm going to be losing the few remaining Modloader mods I use... because I'm not staying on 1.6.2, and give up access to Command Blocks, and the new command structure (I've already had fun making commands that build structures for me, and have some nice ideas for what else to do with it).

    Either way, this is going well off topic... but at least it's good to get confirmation about what's going to be happening in 1.7.x. That's something.
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from portablejim

    There is already some twitter posts on this sort of thing: https://twitter.com/...307321870647296 (from the top of page). People may have seen the posts and thought "RML" was meant to be FML, instead of it being RisugamiModLoader.

    In theory, when modloader updates support can be added back in. However, in practice, according to to https://twitter.com/...978855623221248 ForgeModLoader will be different from Modloader and so support will be not only reintroduced but unable to be reintroduced. Since FML has been to provide more features than RML, it made sense to support RML mods. Now the ties have been broken, I don't think it will come back as features diverge in unmergeable ways.


    Ouch. I don't think it can get any more definitive and concise than that. Reading it straight from Lex's Twitter, RML support is soon to be gone, FML/Forge will evolve past where it's been "stuck" for the last year, and do it's own thing... and likely RML support won't be returning.

    That... is actually a bit painful to read... since it means that a lot of mod authors are going to be going "Forge only"... that's a shame (and no, I'm not being sarcastic... Modloader mods were what I first started with, back in the day, and I'm a bit sentimental about them).

    Heres hoping that Risugami makes a strong comeback, and his latest absence was spent making a versatile API that, while separate from Forge, won't interfere with it, at the same time. (One can hope!)
    Posted in: Minecraft Mods
  • 2

    posted a message on Risugami's Mods - Updated.
    Quote from King Korihor
    So your criticism of ModLoader has nothing to do with being compatible with Forge or anything like that, but rather that ModLoader isn't doing the class injection system that Forge is currently using instead of modifying the "minecraft.jar" file. I've never really understood this mechanism anyway. Color me stupid and ignorant in the process, but how do you modify existing classes in Minecraft without modifying the jar files? I know that the Forge guys have been messing with some low level Java stuff and injecting things into the bytecode images, but it isn't as easy as you are suggesting or something that you need to "get with the program" as if it is something that should be head smacking obvious to all mod developers. If this is something that Mojang is insisting that all mod developers should be using for any mods that formerly would be injected into jar files like modding has been doing, I would agree that it is something that Risugami ought to be doing. Then again, other than some strange philosophical basis I really don't see, a run-time modification of classes is still pretty much the same thing as happens when you modify the jar files. I appreciate Mojang's concern about copyright violations and a sort of loose tolerance of that violation by people like Risugami as something that ideally shouldn't be happening. Yes, Risugami is distributing is stuff written by Mojang along with his own custom modifications to that code. I really don't see how the way the Forge is making those modifications is necessarily any better though.
    PortableJim answered this far better than I can articulate (and since you already read and replied to his post, there isn't much more for me to add on here).My thought on it, isn't that Modloader needs to follow suit, just to "not violate distribution rules" of Mojang's code... but to allow Modloader to still work, once the option to directly Jar mod is removed.
    Quote from notfood
    You do know that ForgeModLoader, isn't being killed, it's just the compatibility with the RisugamiModLoader. ModLoader style mods can still be written just as you have always do and they will work under Forge. The thing is, that style of modding ties you to a certain version of Minecraft, while using the Forge API allows you to do more with less code, without reinventing the wheel and making it compatible with other mods. -edit- I derped hard. ForgeModLoader is being killed. Rip in pieces. Even though it's being deprecated... It shouldn't be that hard to write a core mod that does implement the ModLoader interface. Hm... who wants to be the next Risugami?
    Quote from Hobbyboy
    ForgeModLoader (or FML) isn't being killed off, it will always still exist as it powers Minecraft Forge. Without it, Forge would still need to use Modloader and ModloaderMP on the client, and ModloaderMP on the server. After the modding api comes out, it will still be around, but would probably be loaded by the built in modding api.
    Quote from portablejim
    ForgeModLoader has had support for writing mods 2 ways: The Modloader way (i.e. to be compatible with RisugamiModLoader (RML)) or the Forge way. In 1.7, with the way it stands at the moment, ForgeModLoader will only support the Forge way.
    See... it's conflicting information like this, that has some people thinking: "Nah, Forge isn't going to change that much... Modloader mods will still work with FML the way they have before...", and others screaming: "It's the end of Modloader support in Forge forever!".We need a concise, and accurate statement from Lex, so there is no misunderstanding what is going to happen, post-1.7.x.
    Quote from portablejim
    Modification works (at the basic level) because once you have 'loaded' classes up, you can have a look at the internals and modify them. The difficulty arises because the code has already been compiled and so you have to work at that low level. It does require more advanced knowledge of java, even when using additional libraries to help. It not only allows less of the original file to be distributed (i.e. basically none of it) but also allow multiple modifications of a single function to not interfere with each other. The changes in attitude are also due to the new launcher that makes it easier to mod without modifying the jar. The old launcher had some limitations:
    • Fixed list of jar files to load. If your code to load other classes was not in minecraft.jar it would not load.
    • Fixed entry point. If your code did not change the main minecraft function to load itself first, it would not load.
    These limitations had the effect that in order for modding to work, you needed to modify the minecraft jar, distributing new classes. Alternative launchers had a custom list of files to load and would customize how it launched minecraft. This allowed jar files loaded later to override to replace classes with other ones, allowing class modifications to work without actually needing to modify the jar. The new launcher solves both problems of the old launcher..
    • The libraries to load can be specified in the config file. This can include your code.
    • The first class executed is specified in the config file. You can set this to your code to do what you need to do before actually starting minecraft.
    This allows you to either do the class replacement using the libraries, or use alternative code to patch minecraft. All without touching the jar.
    I couldn't have said it better myself.
    Posted in: Minecraft Mods
  • 2

    posted a message on Risugami's Mods - Updated.
    I'm very "on the fence" where Modloader is concerned, these days... while I saw it as: "An extremely lightweight mod loading tool, that I can't live without!" in the 1.3.x to 1.5.x era of my gaming time... it's become: "A mod that I can't use, because it crashes my 1.6.x client any time I try to load it with a LiteLoader profile, and I only use two Modloader mods now, anyway!".

    Risugami will have an uphill battle, when he returns, trying to make Modloader compatible with the clients running LiteLoader and Forge (LiteLoader even uses a new form of "Cascading Tweaks" to allow users to chain Forge support into their jar, without causing game crashing discrepancies), and a lot of competition.

    I hope, mostly because I don't want to see Risugami just quit, and have his work die, that he comes back, bigger and better than ever before, and create a stable API that can cover the fact that Forge will "no longer support Modloader mods". (Whatever that will end up meaning).

    For me, it just means I can't use SpawnerGUI anymore, after FML drops Modloader support in "1.7", and that unless Control Pack becomes a Forge mod, I won't get to use it anymore, at that point, either (which is the only real reason I'm even worried about this, at all, since I did go all LiteLoader+Forge, and at present all of my mods are working in harmony in 1.6.2).
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from kevin9ye

    Ok, so I did this:



    But what do I do with the ModLoader File I downloaded?

    And what do you mean by necessary files?


    All of the files in the Modload.zip file are "necessary". So you'll be dragging and dropping all of the files (all twenty-six) into the minecraft.jar file.
    Posted in: Minecraft Mods
  • To post a comment, please .