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ShneekeyTheLost

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  1. Wasn't there some problem with MC Patcher? I know I have never played around with it since I run Linux and it's winblows only. Besides, MMC has all the downgradibility I need, and my graphics card isn't really good enough to run HD Texture Packs. I do run Faithful Pack 32x, though, along with Forge and Optifine, and don't have any problems.
  2. Apparently, Plasticraft is retaining Modloader and ModloaderMP as dependencies. Thus they are explicitly not compatible with Forge. Ever. Only method of fixing this problem is to convince the mod author to make the switch.
  3. 1. Solution: simply remove the file from the folder instead of renaming it. The program you are looking for is MultiMC.
  4. OR... you could go in and edit the .cfg files of Forestry and Redpower to set creation of tin and iron ores to OFF (false in forestry, 0 in redpower).
  5. At least you don't need to code separate mods for SSP and SMP, which should make things a bit easier.
  6. This sounds less like a problem with 4096 and more like a problem with your mod_Block file. Specifically where you tell it to generate. There should be code that looks like this: public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ) { for(int l = 0; l < 5; l++) { int i1 = chunkX + rand.nextInt(16); int j1 = rand.nextInt(20); int k1 = chunkZ + rand.nextInt(16); (new WorldGenMinable(oreTitanium.blockID, 3)).generate(world, rand, i1, j1, k1); } } This code yanked directly from this tutorial on creating mod blocks, and generation thereof. I'd strongly suggest reading it if you are new to this.
  7. Simple Server mods. All the security of bukkit... none of the incompatibility issues. And yes, go build your own modpack. Use MultiMC and IDResolver to set it up how you like it. Then issue the dump from IDResolver to distribute to your users for their configs.
  8. Hmmm... I think I shall also take advantage of some of these resources to see if I can't figure this stuff out. Thanks for the links
  9. If a tree falls in the wood, and no one is around, does it still make a noise? Instead of hooking to the sound, can you hook to the activation of the noteblock itself, and check to make sure that it is set to the particular 'sound' you are looking for? Perhaps restrict it to check for it being within x block radius, so it would be able to legitimately 'hear' the noise itself. Not very familiar with Java code yet, but in logic statements: If (noteblock triggers) THEN IF (noteblock is within range) THEN IF (Noteblock is set to the particular setting you are looking for) THEN Trigger ENDIF ENDIF ENDIF Just throwing out an idea for you
  10. Well, that does work for the most part. I suppose anything which retains achievements would have to bypass checksum conflicts in the process. At least as an interim fix, it works quite well. Thanks!
  11. Okay, I really enjoy using MultiMC. It is letting me still play with all my old 1.2.5 mods, yet still be able to explore the new features of 1.3.1. There's just one little hitch... it rebuilds the .jar each time the instance is run. Now, from a coding perspective, this is a GOOD thing, because it ensures a clean .jar file, not cluttered up by bits and pieces of mods you might not be using anymore. Unfortunately, it also wipes your achievements. I was wondering how viable it would be to write a mod that would store all achievement data (probably per account) to a central location on the computer (probably in the .minecraft folder), then call that data when that account is run? I know there's a mod floating out there that saves the information to a 3rd party server, but I'm not particularly keen on having my data stored 3rd party. I'm just wondering if it is currently possible to code without needing to re-invent the wheel or add in a bunch of extra hooks, the storage of achievement data in a central location in your .minecraft folder to refer to whenever achievement-related code calls it?
  12. Mod authors have the right to use any dependencies they wish. By that same token, it is the mod author's responsibility to make sure they properly depend on those dependencies. In other words, if a mod is still dependent on ML/MLMP... you can code up all the code in FML you want. It's not gonna make it compatible, because he's using a totally different SRC to write his code. And, at this point, the only reason the mod author isn't switching to FML is if he has a specific reason why he isn't... like if he has a personal grudge against Forge or some such. In which case, making it compatible with FML is directly contradictory to the mod author's wishes. tl;dr version: The only way the mod will be FML compliant is if the mod author codes it that way. So talk to the mod author. Mods are written to the specifications of the SRC and API, not the other way around.
  13. Or even providing a second tutorial that's not MultiMC? (Even though MMC is awesome!) Good questions, both of them. I was trying to write an idiot user proof friendly guide which anyone capable of installing minecraft would be able to follow and use. The most user friendly method of working with mods is MultiMC, because you don't have to worry about META-INF, or any of a dozen other problems. Heck, it's even more user friendly than MagicLauncher, which I used until I could update my OS to Precise for the Mono update.The flexibility, versatility, and utility of the program is such that I feel that anyone new to modding will find it to be extremely useful. In general, if they are new to modding, then MultiMC will give them the user friendliness of something like Technic, but the flexibility of choosing precisely which mods they want. And, yanno, not supporting Technic (although they have at least made an effort to correct certain behaviour patterns that earned them their reputation for mod-stealing). If they are familiar enough with modding already, they probably already know how to resolve ID blocks, and thus not the target of this tutorial. I can, however, put in a section 'If you don't have/want/use MultiMC, resolving the ID block conflicts is very similar. Just go into your .minecraft folder and manually edit them as follows'. In fact, I think I will. Thanks for the idea. I'm at least familiar with ID Resolver, in fact I was in the DW20 IRC last night when the mod author found out Technic was including it and one other mod she developed without permission. Fortunately, IceWolf was very courteous and polite, and apologized profusely, and now does have permission, and appropriate credit given. I've heard some horror stories about IDResolver breaking a lot of things, although it was a while back, which kind of discouraged me from testing it. Doing some reading, I've found that most of those horror stories were fixed in release 1.2. I'll play around with it and see if it does what I think it does, in which case I'll just suggest this. In fact, I might write up a new tutorial 'Modding for Dummies', which pretty much says "Pay Mojang for your copy of Minecraft. Download and install MultiMC. Put in Forge. Put in mods. Run IDResolver. Play with mods", similarly aimed primarily at new modders. My whole goal with this tutorial is to reduce new modders' dependency on modpacks. I also had an idea for making a mod, but it's probably too ambitious a project to someone as new to playing with Java as I am. New terrain structure generation, fractal structure creation, new mobs which only spawn in said structures, new items which provide effects by being in the hot bar... and the easy stuff, making new blocks... well, there's only one new block in the whole mod, and even that I try to make too complicated by using damage values to color shift it. No new armor or ores. Kinda backwards from where I should be starting out. I think I'll just play around with Java for now until I get more comfortable with it. Fortunately, Eclipse IDE comes in the Ubuntu Software Center, and I already picked up the JDK, so it won't require a financial outlay.
  14. You don't need ModLoader anymore. Forge has that in-house. I'd also suggest actually downloading the various mods from the original mod authors and installing them, rather than using the ones from the tekkit pack. I'd further suggest MultiMC to install mods with, since it's a very user-friendly method of installing and maintaining mods. Chickenbones came up with his own version of Wireless Redstone which comes with a RP2 compatibility addon that lets it go on walls and ceilings like any other logic gate. The downside is that his wireless stuff requires Ender Pearls to make. It also requires CodeChickenCore to run. In the Minecraft General thread, I have a post concerning ID Block Conflict errors, if those get thrown at you.
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