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oliverrook

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  1. I recently tried updating a mod pack manually, and some of the mods required a new forge version, however, I'm now constantly getting a net.minecraft.client.renderer.color.BlockColors mentioned in my error logs, with a new mod every time I disable one. I've gone through doggy talents, bonsai trees, and now even flux networks, and there seems to be no end to it. I'd rather not have to disable half my mod list in order to play the game. Any help? I'll post the current log as well: https://pastebin.com/MPPjHjEC Using minecraft 1.15.2 Tried forge versions 3.1.1.79, 3.1.1.89, and 3.1.2
  2. That's just it, though. It's not going to be a standard, but a medium in which already existing standards can connect. The post you made above is what happened to Universale Electricity. In this mod, I would simply be giving modders the means to easily convert one type to another, as THEY want it. It's more of a connector than a new standard. This mod doesn't actually add any of its own systems to the game, it simply gives a way to convert one mod's item type to another. The mod authors are the ones who decide what that conversion will be. As in the title, this is an "API" compendium, not a mod that adds anything to the game itself. There is no new standard, no new system, simply a way for modders to more easily add their own conversions as they see fit. The only aspect that would be a "new standard" would be the combination of the other apis. But, this again is not a new system. I would simply be maintaining a api collection of other apis that modders would give me, almost like a mod pack, except for mod developers. The purpose of the mod isn't so much as a universal standard, as it is a way to make already existing standards compatible with each other. EDIT: Thus the use of the word "extension" rather than "mod".
  3. Ok, so I've been watching the modding community for a long time now, and I believe I have an idea that might help. I may or may not work on this in the future, but if I do, I'll need a lot of support from the various mod authors who use forge, though I will be making most of the mod myself. The idea is, as there are many, many mods out there, with their own APIs, and systems of doing things, this mod will try to do three things: 1. Make it easier for addon/mod authors to make cross-compatibility mods, by grouping many different mod's apis together, as one option. 2. Group mods with their own core apis (for instance iChun Lib) with similar or duplicate functions, into one mod. 3. Make it MUCH MUCH easier for mod based conversion rates, by making it so there only needs to be one line of code for each conversion to take place (And here's the ambitious part: Magic Mod Conversions, such as taking several thaumcraft aspects, for example lots of spiritus, beastus, and other aspects, and converting them into an entity that can be used as a "replacement" for an entity in intangible, instead of having to find the creature who's soul you need, simply creating an entity that can be used in its place). Obviously, some parts of this mod are much more complicated than others, but I hope to be able to at least get some of this mod done, especially the core api parts. Any thoughts?
  4. Actually Lex, after looking through a bunch of vanilla minecraft code for a while, it became clear to me that minecraft itself actually supports most of what I wanted, as most of the block variables are set to public by default, meaning they can be changed at any time from any class file, so long as they are imported. In addition, I have 9 years programming experiance, and while I may not be very good at it, I do have the benefits of experiance, and through that I have learned that when you have a game's source code at your fingertips, you can potentially turn something like minecraft into something like skyrim, given enough time and dedication. You would simply have to rewrite almost everything in the sourcecode, but you could still technically use the sourcecode as a base.
  5. Ok, so I've recently started back up work on my "Great work" of a mod, Inficraft II: Modular Infinity. It's a mod where the player can literally take any block in the game, and give it pretty much any property he/she/it wants. Basically, think Carpenter's Blocks, but strapped to Tinker's Construct, inside Thaumcraft's Lair, with Natura trying to sneak by EE3 to untie Tinker's Construct, while an Greg Tech Nuclear reactor is having a meltdown, on Galactic Craft's Moon, and you'll have the amount of possibilities with this mod when it comes to customizablity. Suffice to say, I've been working on it since before Tinker's Construct came out, and was the one who took Inficraft off of mDiyo's hands so she could work on said mod. That being said, however, there is a lot of things I need to be able to do, that forge simply can't supply with it's current hooks. The most major of these are: 1. I need to be able set all of a block properties on the fly, including things such as hardness, texture, light level, size, shape, material type, crafting/inventory abilities, redstone conductivity, and virtually any property pertaining to a block in real time. For some of these, such as texture, light level, crafting/inventory and hardness are already implemented. However, things such as changing a block's base material, and harvest level are much more difficult to accomplish. 2. I would also like to have hooks to determine when these properties change, which would really help with determining when errors of glitches occur, as well as making it so some properties can be disabled under certain circumstances, or to certain players for multiplayer situations. 3. In addition to all this, I need a hook that allows me to create hooks to check for properties changing. This would have many uses, and would actually benefit forge as a whole. It would basically allow a mod creator to create hook functions for the unique NBT data they put in their mods, which would make it much easier for checks, as well as mod compatability, as a modder could use hooks from other mods, rather than having to go in and use an API that may or may not exist. I also need this because I wish to be able to support custom properties for my mod. Also, I feel forge could benefit from incorporating the Colored Lights API into itself once the mod is done.
  6. http://www.minecraftforge.net/wiki/Common_Oredict_names It is a continuing list of Ore Dictionary names. It also has some guidelines so your Ore Dictionary Entries are easily found by others, so that people, who have never heard of your mod, are now compatible with it anyways. Forge ore dictionary is for anything! Crops, types of stone, elemental compounds, ore dusts, electricity definitions, and virtually anything else! Trust me. I've been through the confusion of the ore dictionary. I know people are looking for this info.
  7. I have noticed an increasingly large number of mods that add their own growables to the game. (That word is now my property via copyright law). Things such as fruits, like oranges, corn, barley, and other such things. I have also noticed that the kind of mods these are in range from tech-mods(xycraft) to magic/dimesnional mods (Lion King Mod) to simple newbie noobs mods (such as a food mod.) This being the case, I can't see a way for the mod authors to come together to solve this issue by adding compatability between themselves. For this, I think a dictionary similar to the forge ore dictionary should be added. It wouldn't have to be as vast as the ore dictionary, just require the most common items (which I will now list): Corn/Maize Tomatoes Oranges Lemons Grapes Barley Bananas Rice Lettuce Strawberries and Onions I would really like to see mods use these interchangeably. It would just add another step toward the modding community making compatible mods. It wouldn't be major, but it would really help in some cases.
  8. Hiya. I've been toying with mods for a while, and I noticed something: While forge does allow for ores to be used in the same manner, it does not allow this for ingots. For instance: If you use 2 Industrial Craft Copper ingots, and 1 RedPower copper ingot, and 1 piece of tin from either, it will not create bronze. If the directory was extended to use ingots as well, than all the problems about not being able to use ingots from different mods with each other would be resolved. Along with this, I have noticed that mods that have their own energy system are also not compatible. You need to use the correct type of energy for each mod. This could also be resolved by adding a universal energy system. Now, if a modder wants to have their own unique energy, then they can use a class to make their own kind of energy. This could be used for stuff like EE2 and the like. This way, things like industrial craft generators could power redstone sorting machines and similar situations. How does this sound?
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