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Entoarox

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    The lie...

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  1. @lex: its not exactly an ID conflict when its not conflicting now is it? as to turning off the ores, i find that relying only on IC2 ore gen while having multiple mods relying on those ores makes it a lot less enjoyable to play as you need to mine a much bigger area to get enough ores to make decent progress personally, i dont enjoy the constant mining needed to make any progress when you have so few ingots compaired to mods using them
  2. using the ore dictionary does not really solve the issue with multiples of the same ore existing, it just makes it possible to use them all this little trick effectively makes the mods use the same item as the ore, meaning you no longer have 2+ half-filled stacks of 'tin' or 'copper' in your chests/inventory i never actually considered trying to have the item-id of a non-dictionary ore the same as that of a dictionary ore.... from the top of my head i think that might actually 'cheat' the mods ore to be usable by mods that do support the dictionary though... (unfortunately it does not automaticly work in reverse! )
  3. the issue is caused by player API, you either did not install it properly to work in combination with forge, or you have the wrong version for your minecraft/forge version
  4. yeah... not having the graphics lib installed is not a smart thing to do...
  5. its already possible for mods to support texture packs even if the textures are included into the texture pack itself (although i dont know if all mods make use of this option) as to configs, i dont think its possible because not even the location or names of those config files are 'guaranteed'
  6. the idea behind codeChickenLoader might be good, but its far from functional and last it was updated was for 1.2.3
  7. it depends both on taste and on situation for example, if you want something to happen in case of any 2+ unique situations, it might be easier to use them because you can define each situation seperately without needing massive amounts of OR's in your if/else-if
  8. the official modding API will unfortunately be 'better' then forge simply because of one reason: its will be a native part of minecraft right now, a lot of mods and even forge need to use tricks to make it possible to do cirtain things without having to rewrite the whole game the modding API wont have that issue because it will be hard-coded into the game before its even released! personally, i think they should take the forge interface as the one available to modders, but create their own back-end coding that fits better into MC itself without having to use 'cheat' coding to work properly
  9. i have been experimenting to lower the amount of duplicate ingots caused by having multiple forge mods the answer was actually quite easy once i found it minecraft handles items diferent from blocks, if you assign 2 blocks to the same ID it gives an error if you do the same with items though, it overwrites the first item with the second this overwrite quirk is what i used to my advantage, i assigned the bronze, tin and copper ingots from both forestry and IC2 to the same item ID's the result is that both forestry and IC2 give & use that same item without any troubles, no matter if the ore is smelted or macerated! Note: I tried having redpower combine to, but because redpower uses metadata for its ores this was unfortunately not possible this little trick should work for any other duplicate items that do not rely upon metadata WARNING: if trying this trick with items that have special left/right-click coding, this might cause your minecraft to crash! so backup saves before trying this with such items!
  10. and they told you to replace byte with short, just because you thought it only applied to the code you shared is not their problem... cause if a noob modder knows a short cant be cast to a byte, you also imply they understand they have to use shorts in the first place....
  11. DISCLAIMER: the above date is not supported by the forge developers! there, problem solved!
  12. I can not make the blocks that are generating <256. My mod is for my personal server and we have had this map for a LONG time and I have filled every possible ID <256, therefore i can't, I'm sure I have stated this before. Compatibility is not my problem, I'm trying to enforce incompatibility. Also these biomes I'm trying to create are for my new Dimension. I have a ChunkProvider all set up for my dimension except my only problem is that my biomes don't generate their perspective top and filler blocks and my "stone" for the world gens as coal ore, as the ID for it is 528 came here to the forums to see if i could get help, all I've got is being screamed at with no real help..well except for hotrod.. compacted answer: 1) the generator currently does not support values above 256 2) its possible to custom rewrite the generator to do so, but its a lot of work 3) doing so for forge would most likely cause non-forge mods to become incompatible 4) hotrods is trying to solve your problem in a way that #3 does not happen the reason people scream is because you are using dirty code, and the people here have a to high IQ to comprehend not everyone is as smart as they are
  13. you are trying to install MLMP mods without MLMP install MLMP before forge and hope it works, if not, get rid of the MLMP mods
  14. omg, i did not know forge ran on pickels! no wonder minecraft is so sour when mods fail! well, i better go buy some dog biscuits to make my minecraft happy again! honestly people, forge will be ready when forge is ready, asking when is pointless cause lex probably does not know for sure either! and a 'percentage complete' would not work, for optifine it was stuck at 98% for days, how does that show its almost done? if you all miss your damned MC mods so badly, downgrade to 1.2.5 and play on that! *glares*
  15. as far as i know, you need to go to the FML github, as i dont think FML has any other utilities dedicated to it
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