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VulpixUsedEmber

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  1. Also worth noting that Thaumcraft is only updated as far as Minecraft version 1.12.2, and the current main release is 1.15.2, as someone who's new to PC modding might need to know to avoid confusion. P.S. C:\Users\(your username)\AppData\Roaming\.minecraft\mods That's where you actually find the mods folder, and that .minecraft folder is your actual Minecraft install directory, should you need to know where it is in the future.
  2. Is this meant to disprove my point? I wasn't saying Microsoft or anyone does or should support all versions of their software, only that the offer of support should match the need or desire for it from the related community. Maybe we disagree, but I think 1.12.2 has more of a precedent for continued forum support than Windows 7. The nature of each piece of software and what an update actually means is very different as well. Does Firefox no longer work on the newest version of Windows?
  3. A clearly formed question offering as much information as possible. If my question is pertaining to forge modding in 1.12.2, you know which version to tailor an answer to. If you don't have the knowledge because versions have changed, then you don't have a reason to reply to the thread. None of that explains a flat rule against asking the question to me.
  4. Misanalogy. Dos Microsoft support Windows 7? That's 1.12.2.
  5. In the context of a forum, which we're in, it means some attempt to advise or inform in response to a need, or "question". It could also mean physically sustain in some way, it's a polysemous word.
  6. I'm not asking how anyone is capable of modding for 1.12.2, I'm asking how it's the case that there are other forums which offer support for questions about modding 1.12.2 if it's not tenable to continue to offer that support as you guys are saying. Am I being sent to another forum to ask a question you're saying can't reliably be answered under the pretense that another forum could reliably answer my question? It's just confusing, that's all. We can't really get anywhere with this conversation given the forum rules anyways, I just figured I'd satisfy my curiosity about the reasoning behind the "no 1.12.2 support" rule.
  7. Sorry, my question wasn't WHY do they support it, but HOW. I'm being given the impression it's somehow untenable to provide support for that version here, but also being told that support for that version can be found elsewhere. They must have some method of accomplishing this that this forum doesn't, otherwise why wouldn't their method be applicable here? And if you can't say how reliable these other resources would be, should you be giving that out as advice for my issue? It'd seem more helpful to just tell me to stop working on the mod at that point. At the same time, if you CAN say how reliable they are, that would bring me back to wondering why the information isn't available here then.
  8. Well I'll take all those points in mind, and I don't mean to disrespect your forum, but despite all the reasons forge is better now and why it makes sense you don't support 1.12.2, updating is not an option for me unfortunately. Maybe one day, major, indispensable mods for me like Tough as Nails will be updated, but I guess I'm just shit out of luck until then. One last question: You guys keep telling me about all the other forums where I could get this help; how do they manage to support modding 1.12.2? If that's advice you're giving out, you must believe it's possible to support modding 1.12.2. Just a curious thought.
  9. Isn't that what thread tags are for? I'd imagine someone capable of confidently answering any modding question would have a pretty good idea what works in what versions, especially when the version I'm asking about: Why set a flat rule to refuse those questions rather than leave it to your knowledgeable members to decide how to handle the questions? Make a forum rule to tag your version, etc. If it was once possible to get help with 1.12.2 here, and that knowledge is still being shared and used widely by the player base, I just don't get why that existing knowledge is being taken away from public sources.
  10. So after being told flatly to just update to a newer version of MC from 1.12.2 if I want help and having my topic closed, I suppose I'll try taking that admins advice. Would anyone be able to update a list of about 100 mods from different authors from 1.12.2 to a version this forum hasn't obsolesced the knowledge about? Maybe the name of the site should be updated to reflect it's intent.
  11. So I'm trying to create a mod to check a player's held pickaxe against a required pickaxe when mining a given block, canceling the BreakEvent if it doesn't match, and allowing it if it does. I'm new to coding and modding, but I've been able to set up the basis of my mod using tutorials and the forums as a resource (I had a tiny bit of prior coding experience). My issue is that while the code in Eclipse has no errors, and the mod is recognized in the test game environment, the behaviour I'm trying to achieve just isn't occurring. Being very new to Java, my best guess is that the ClientProxy I set up following the tutorial is missing something I need, since the tutorial set it up including a "ModelLoader" function, which I assume was related to adding an item into the game, which the tutorial was working towards as a first lesson (which I completed successfully, but removed the resources and the code related to adding the item, besides what's in ClientProxy and CommonProxy since that's what I'm wondering about). It seems like it's just not initializing or something. (Edit) Here's my github: https://github.com/VulpixUsedEmber/ECMining/tree/master/ECMining Everything besides the "CustomEvent" class and the related code in the Main class PreInit was set up as a basic mod framework from a tutorial, possibly with a few things (like ModelLoader) included for adding items which I'm not using.
  12. My mistake, I suppose it's about time I set up a github. Thank you for telling me.
  13. So I'm new to modding, and honestly don't intend on doing more than this little project. I've got a basic understanding of general coding, and through tutorials and forum help, I think I have the basic mod framework and an example of the methods I want written up in Eclipse. My issue is that while the code in Eclipse has no errors, and the mod is recognized in the test game environment, the behaviour I'm trying to achieve just isn't occurring. Being very new to Java, my best guess is that the ClientProxy I set up following the tutorial is missing something I need, since the tutorial set it up including a "ModelLoader" function, which I assume was related to adding an item into the game, which the tutorial was working towards as a first lesson (which I completed successfully, but removed the resources and the code related to adding the item, besides what's in ClientProxy and CommonProxy since that's what I'm wondering about). (Edit) Here's my github: https://github.com/VulpixUsedEmber/ECMining/tree/master/ECMining Everything besides the "CustomEvent" class was set up AFAIK as a basic mod framework from a tutorial, possibly with a few things (like ModelLoader) included for adding items. The actual behaviour I'm trying to achieve through CustomEvent is to check the player's held pickaxe against a required pickaxe when mining a given block, canceling the BreakEvent if it doesn't match, and allowing it if it does match. (Edit) Also ignore the "Tutorial Mod 2" in the Reference, I had copied over the code in a new workspace to make it clean for posting, and missed a spot.
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