Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About robijnvogel

  • Rank
    Tree Puncher


  • Gender
  • Personal Text
    I am new!
  1. Well, it seems like you are quite out of luck in terms of getting help here, it seems. A friend of mine referred this to me, because he was wondering about some of the terms in your classes; the word "Rift" in particular. You see, I am one of the developers of the 1.12+ port of Dimensional Doors, a mod which is almost completely about "rifts" and their ability to be used as a (teleportation) shortcut to get from point A to point B in no-time, possibly inter-dimensionally. If you would like to, you could come to our Discord server and state your case and problem there. We'd love
  2. I'd like to know your thoughts on the following matter, so please don't hesitate to speak your mind: I really like this Forge feature, where it shows you an error screen after mod loading phase 1/7 if one of your mods is missing a dependency. There are a few things, however, that I think this message is missing, and two of these are demonstrated by the linked screenshot. Version: If you have a version of the missing dependency mod installed, but the version number is too low, this does not get relayed to the user via this screen. A custom message for this situation would help.
  3. I'm just wondering how Forge managed to break this behaviour in the first place. Is it that deviously coded in vanilla that the most straightforward way for Forge to add a hook for some tree-leaf related mod-feature, caused leafs to drop their "chanced drop" even when harvested with shears? I do see how leaves are unique in some way, but I don't see why there wouldn't simply be a referral to the silk-touch code if shears are used. And if that's what is done, I don't see why that wouldn't work. @LexManos, if you could point me to the code, I'd gladly take a look at it.
  4. This does not happen on vanilla Minecraft. Only when Forge is installed and when Forge is the only "mod" installed. Is this a bug? Or is this a feature?
  5. Since there's no mod I've seen that implements this, I wonder whether or not Forge already has a hook for this: Using Bonemeal on a grass block in different biomes makes different biome-specific plants grow. If this is not already implemented, I'd love to see this hook added. Some references: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286162?page=581#c11744 http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/66128
  6. qCraft adds the functionality to travel between two separate Minecraft servers, taking your items with you. However, the possibility exists that an item on one of both servers does not exist on the other server (even when using the same mods on both servers, but using different configs). This would typically result in the loss of the item(s) that are brought to a place that does not recognize them. For that, I'm trying to implement a new qCraft Item that can be used to "wrap" these non-existent items in, so you can keep them. In their current state, I'd have expected them to work
  7. Sorry for the necro, but I have some additional information that people who find this via Google, like me, could find useful: For me it wouldn't let me set the memory flag higher than 1GB, because it used my 32-bit Java Runtime as default. Therefore, the content of my gradle.properties file needed to be: org.gradle.java.home = C:/Program Files/Java/jdk1.8.0_101 org.gradle.jvmargs = -Xmx2g I actually needed more than 2 GB of memory for my particular Gradle daemon though.
  8. Could you have a look at it again? I am pretty sure that Minecraft Comes Alive has to do with this crash as well.
  9. Thank you guys! I think I should be able to move on for at least a while now.
  10. Thank you for your clear answer. The thing is, there only needs to be one set of these settings for the whole save file. This does not have to be saved as a separate set for each and every dimension. For this, I'd need some singular save method, like the way playerdata is stored. What should I be using for this? Something called "LevelSavedData" perhaps? To be clear, this mod was originally written for MC 1.6.4 by dan200 (ComputerCraft) and has since then only been ported to higher versions so some things may have changed to Forge since then, explaining the now outdated format o
  11. Dear everyone, I am trying to repair a bug in the code of qCraft. Because of this, I have quite a few questions about the events named in the title of this post. Question one: 1. This is a dumb one: I assume that the "world" that is referred to in the naming of these methods, is referring to the whole world, as in: "the save file" and not, "the dimension". Am I correct in this? 2. If so, then could someone please explain to me why multiple onWorldLoad Events seem to happen while starting a game and even while playing? (observed by introducing some logging calls) 3. How is it th
  12. What about the .ini format that IC2 uses? Or isn't that any more structured than the current .cfg format?
  13. There's nothing to make this easier on mod developers either. It'll only be effective if a lot of mods implement this in the same way. Otherwise there will maybe be one mod that is going to pick up on it and since no other mods have it, the functionality in that one mod will never get used.
  14. So before proposing my feature request to you, I am first going to state that this would require some BIG changes and that it may not be feasible to implement these on a Minecraft version that already has a lot of mods, like MC 1.7.10 or 1.8.9. If accepted and implemented quickly, MC 1.9 may be possible, but I guess this can not be implemented any sooner than MC 1.10. So here is the idea: Introduce a new structure for config settings, to allow users/modpack makers to have a separate set of configs for separate dimensions. This would allow for different dimensions to handle for instance,
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.