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Carados posted:The pressure plate mod he had was by defacto Feed the Beast only, because there wasn't an indiviual download for it. Currently he "requires" a specific creative commons license. Why in the hell would KL hand his mod over to someone so closely affiliated with them, Jesus Christ. TE R.I.P.
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# ? Sep 8, 2013 01:32 |
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# ? Jun 3, 2024 16:01 |
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Myrathi's mods are easily findable for download - he's got a thread for them for individual downloads. Ten seconds of Googling found his thread on the FTB forums, where you can download each of his mods, easily. Just because his stuff was formerly FTB only doesn't mean TE will be, now or in the future.
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# ? Sep 8, 2013 01:36 |
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Magmarashi posted:Why in the hell would KL hand his mod over to someone so closely affiliated with them, Jesus Christ. TE R.I.P. It's possible that KL asked Myrathis to make it open-source but I wouldn't get your hopes up, sadly.
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# ? Sep 8, 2013 01:47 |
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Can someone walk me through how I would make a Technic Pack for my private server. I have my client files and my server's files set up the way I want them; now how do I get them to my users? edit: nevermind, found a wonderful tutorial here. Cantorsdust fucked around with this message at 05:42 on Sep 8, 2013 |
# ? Sep 8, 2013 04:41 |
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Cantorsdust posted:Can someone walk me through how I would make a Technic Pack for my private server. I have my client files and my server's files set up the way I want them; now how do I get them to my users? They download launcher, and sign in through launcher with tekkit selected.
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# ? Sep 8, 2013 05:20 |
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Magmarashi posted:Why in the hell would KL hand his mod over to someone so closely affiliated with them, Jesus Christ. TE R.I.P. Mainly because Myrathi is awesome. I have no idea when this "FTB only" stuff came about, but I really don't remember him having specific bias there. He's also not the only one working on it - ChickenBones is also aboard. It will absolutely never be an FTB-only thing. I'm also maintaining full control of the repo, I just won't be the primary coder. I'll be doing a 1.6.2 port of the current version of TE, and then we'll figure out when TE 3.0 will be released.
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# ? Sep 8, 2013 06:45 |
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Khorne posted:edit: I also haven't touched Big Reactors so I'm not knocking that guy at all, and I think UE is a neat idea that needs some serious clean up and documentation. Otherwise I wouldn't be interested in contributing. Hi, I'm the Big Reactors guy! If you spot any problems, send me a PM, submit an issue on github or something like that. But, as Shukaro noted, BR is not a UE mod - I just permit connections to UE wires in an effort to support as many reasonable frameworks as possible.
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# ? Sep 8, 2013 07:59 |
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Sultan Tarquin posted:I've not kept up with minecraft at all for about 3 months due to playing other games. Finally got around to try and update my TFC pack and the latest MC isn't available on the technic platform. Is this because of the whole vanilla launcher change? Yeah it is the vanilla launcher. With this and the major 1.7 code change I don't anticipate there being any big stable packs that aren't 1.5 for a while.
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# ? Sep 8, 2013 12:38 |
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Sultan Tarquin posted:I've not kept up with minecraft at all for about 3 months due to playing other games. Finally got around to try and update my TFC pack and the latest MC isn't available on the technic platform. Is this because of the whole vanilla launcher change? 1.6 basically killed the modding community. A lot of people are still working on mods but the changes were so drastic that a ton of people just quit doing it. 1.7 is going to be the same thing again. I doubt minecraft modding will ever be as active as it was during 1.5.
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# ? Sep 9, 2013 03:56 |
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It'll spin up again, 1.2.5 was pretty brutal as well if i understand it correctly?
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# ? Sep 9, 2013 13:58 |
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Whatever happened to an official modding API?
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# ? Sep 9, 2013 14:14 |
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Taffer posted:1.6 basically killed the modding community. A lot of people are still working on mods but the changes were so drastic that a ton of people just quit doing it. 1.7 is going to be the same thing again. I doubt minecraft modding will ever be as active as it was during 1.5. Jesus, that bad? Were the changes that drastic?
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# ? Sep 9, 2013 14:17 |
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Why not just go "gently caress it" to the new versions and just make stuff for 1.5 I for one don't give a poo poo about official minecraft at this point.
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# ? Sep 9, 2013 14:27 |
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Anticheese posted:Whatever happened to an official modding API? You mean the thing they said was to be released for 1.5 but delayed for 1.6 (and then again for 1.7?). Where the official GitHub linked in their wiki hasn't seen activity in over a year? And there's been radio silence on the whole subject for about the same period of time? Well, you see, horses are more important.
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# ? Sep 9, 2013 14:28 |
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Anticheese posted:Whatever happened to an official modding API? It's been "forthcoming" for many, many months now, I think. So God only knows when we'll actually get our hands on it. vv Why are Mojang so slow to code anything into the game? Are they just not very good coders or is Notch's code some sort of labyrinth of shoddiness that takes them forever to navigate?
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# ? Sep 9, 2013 14:29 |
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Yonic Symbolism posted:Why not just go "gently caress it" to the new versions and just make stuff for 1.5 I wish the Forge people had the stones to do this, fork it. Stop supporting new minecraft versions but continue to add features to 1.5. That way modders wouldn't have to keep updating their mods to accommodate Mojang Horse Armor more than actually adding new features.
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# ? Sep 9, 2013 14:41 |
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dijon du jour posted:Why are Mojang so slow to code anything into the game? Are they just not very good coders or is Notch's code some sort of labyrinth of shoddiness that takes them forever to navigate? Probably both.
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# ? Sep 9, 2013 14:52 |
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Sultan Tarquin posted:Jesus, that bad? Were the changes that drastic? Apparently so. A month or two after release and Platform hasn't caught up yet. I don't do modding myself, but as I understand it, even forge had to make big backend changes, so it couldn't bridge the gap as well as it normally does. It doesn't help that the two biggest tech mod devs (KingLemming and power crystals, of TE and MFR) took long breaks. KL said he would finish a 1.6.2 port of TE, and then pass the mod to someone else, while PC is still mia. For all we know he could be done with MC modding for good. It's possible that people simply don't want to do two big overhauls with 1.6 and 1.7 and are just putting everything on hold until 1.7, but I wouldn't count on it.
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# ? Sep 9, 2013 14:54 |
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dijon du jour posted:Why are Mojang so slow to code anything into the game? Are they just not very good coders or is Notch's code some sort of labyrinth of shoddiness that takes them forever to navigate?
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# ? Sep 9, 2013 15:12 |
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Carados posted:From my understanding they've been effectively rewriting the entire codebase so it's not taking forever to navigate, that's why basically every major patch that adds some small stuff like horses requires a complete rewrite of basically every mod. Yah supposedly going from 1.6 to 1.7 changed somewhere in the neighborhood of a million lines of code and as far as I know there are 3 people maintaining minecraft. I am sure after each major update they also take a week or two off.
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# ? Sep 9, 2013 15:20 |
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So, does anyone whom answered here actually write mods or just rampant speculation from reading message forums? I haven't seen a slowdown in mod releases for 1.6.x, nearly every mod my server uses has been updated to it pretty quickly with the exception of Thaumcraft (of whom the author is a perfectionist that is doing major changes to its functionality). In so far as actually writing Forge mods, it seems like there is even more functionality available with 1.6 than there was in prior releases. This additional functionality seems to have come at the expense of rewriting chunks of the code such as how resources are loaded - and all of this seems to be for the better over all. I'm not sure where all of this anguish over 'the mod scene is dead' is coming from other than some current modders handing over their work to open source or to other modders whom will continue to maintain and extend them. [edit]My only knowledge comes from writing my own mod - I started during the 1.5.x release and have worked on it into 1.6. A lot of changes to update from 1.5 to 1.6 were trivial for me but I imagine a large mod with a large code base would have a long undertaking. fondue fucked around with this message at 16:07 on Sep 9, 2013 |
# ? Sep 9, 2013 15:27 |
Anticheese posted:Whatever happened to an official modding API? "Priority on API"; launcher, attribute system, resource pack overhaul are just some of the big hurdles we needed for an API. We needed them (the above mentioned items) for the API and they were a huge step towards it. There are other things that we're doing along the same lines. Just because it's not done, doesn't mean it's not being done Has been their stance since yesterday on the progress towards releasing an API. 1.7 has another thing they needed to do apparently in the form of in game manipulation of NBT data which before could only apparently be edited using 3rd party programs. The devs don't seem to mention or reply to people asking about the API much since any answer besides "It is done now" sends people into a stupid frothing rage. At this point it is still a matter of fixing Notch's poo poo plus adding in systems to allow for a potentially robust API (we will see if they can actually deliver on this front).
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# ? Sep 9, 2013 16:14 |
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Enzer posted:"Priority on API"; launcher, attribute system, resource pack overhaul are just some of the big hurdles we needed for an API. I like that people are still convinced they've had to make major overhauls that broke mods so badly 'just for horse armor'. It's actually rather adorable, in a manner
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# ? Sep 9, 2013 17:54 |
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fondue posted:So, does anyone whom answered here actually write mods or just rampant speculation from reading message forums? 1.5 to 1.6 is not a giant leap, certainly not catastropic. It just introduced resource packs which change how you need to handle textures, sounds, and localizations. Source: Myself, who writes mods
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# ? Sep 9, 2013 18:38 |
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Yeah, there are certainly enough mods out for 1.6 now that you can put together a set that's fun and playable. It's just not in a good state for mod packs right now since a bunch of mods that people either personally prefer or need for continuity with an older pack (TE, Xycraft, IC2, Thaumcraft, MFR, etc.) are still in transition phases caused by things completely separate from the version change anyway.
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# ? Sep 9, 2013 18:54 |
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Halibut Barn posted:Yeah, there are certainly enough mods out for 1.6 now that you can put together a set that's fun and playable. It's just not in a good state for mod packs right now since a bunch of mods that people either personally prefer or need for continuity with an older pack (TE, Xycraft, IC2, Thaumcraft, MFR, etc.) are still in transition phases caused by things completely separate from the version change anyway. funny you include Xycraft in that list, its becoming a 'legacy' mod in its own right, with no updates since 1.4.7 its joining redpower on the 'also ran' list of past minecraft mods, took it long enough to become usable as it was, then it disappeared into the 'updating.. no ETA' bin
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# ? Sep 9, 2013 19:09 |
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Doesn't matter, most of the stuff of value in Xycraft has, like redpower, been replaced by other mods. So really the only thing it has to offer any more is gently caress ugly blocks.
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# ? Sep 9, 2013 19:48 |
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Part of the 1.6.x issue, at least on my end, is just a convergence of the transition to TE 3.0 and a shift in real life priorities. It's certainly not the worst update, from a mod point of view - 1.7 is going to take that crown easily. The real irritating thing is that 1.6 changed enough to be annoying without any real justification. 1.7 at least is fundamentally changing the engine, so as bad as it's going to be, there's reason for it.
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# ? Sep 9, 2013 21:49 |
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KingLemming posted:Mainly because Myrathi is awesome. I have no idea when this "FTB only" stuff came about, but I really don't remember him having specific bias there. I think I'm partly to blame- Myrathi made an obsidian plate mod at the request of the FtB dudes and was never real specific about license and I thought that meant it was going to be hard to get permissions for a technic pack, so I made my own. Myrathi actually stopped by the technic forums obsidian plate thread not too long ago and was like "lol what, my mod is for everyone, use my mod" which seems like a pretty legit attitude to have. Myrathi is a neato person, so be nice to Myrathi.
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# ? Sep 9, 2013 22:08 |
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I'm streaming some various coding things with music, if anybody happens to be interested. http://www.twitch.tv/shukaro
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# ? Sep 9, 2013 23:03 |
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Shukaro posted:I'm streaming some various coding things with music, if anybody happens to be interested. aargh why you do this while i am at work...errr ya... work.... BBL on a side note: thanks for adding my modpack to the OP!
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# ? Sep 9, 2013 23:14 |
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Shukaro posted:I'm streaming some various coding things with music, if anybody happens to be interested. Are you going to post this on youtube, some people might take this as a learning experience, and I know a few people at college that would watch something like this.
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# ? Sep 9, 2013 23:35 |
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SugarAddict posted:Are you going to post this on youtube, some people might take this as a learning experience, and I know a few people at college that would watch something like this. All the stuff should be available via twitch VODs, so I'll link those when I'm done.
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# ? Sep 9, 2013 23:37 |
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Shukaro posted:All the stuff should be available via twitch VODs, so I'll link those when I'm done. Awsome, thank you!
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# ? Sep 9, 2013 23:48 |
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Shukaro posted:I'm streaming some various coding things with music, if anybody happens to be interested.
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# ? Sep 10, 2013 00:21 |
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Here are the new 1.6.2 and 1.5.2 versions of Ender Ore, as coded on stream. http://build.technicpack.net/job/EnderOre/16/artifact/build/dist/EnderOre-1.0-16.jar - 1.6.2 http://build.technicpack.net/job/EnderOre/18/artifact/build/dist/EnderOre-1.0-18.jar - 1.5.2
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# ? Sep 10, 2013 00:31 |
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I think I'm done watching things compile for the night, updated versions can be found on the Jenkins, with 1.5.2 builds conveniently tagged as such. http://build.technicpack.net/job/Artifice/ http://build.technicpack.net/job/EnderOre/ Here are the VODs for the stream, I think I'll do this more often, in case anybody is curious. http://www.twitch.tv/shukaro/b/459023401 http://www.twitch.tv/shukaro/b/459091999
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# ? Sep 10, 2013 02:38 |
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Shukaro posted:I think I'm done watching things compile for the night, updated versions can be found on the Jenkins, with 1.5.2 builds conveniently tagged as such. Is there a wiki page on your mod?
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# ? Sep 10, 2013 02:44 |
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thevortex- posted:funny you include Xycraft in that list, its becoming a 'legacy' mod in its own right, with no updates since 1.4.7 its joining redpower on the 'also ran' list of past minecraft mods, took it long enough to become usable as it was, then it disappeared into the 'updating.. no ETA' bin I haven't been keeping up with Direwolf's stuff since I last mentioned the IC2 stuff. For anyone that has, are IC2's Cans working? Soaryn asked that they wait until Xycraft was on the server before making them usable, as I believe they are using some of his code to display liquid for an item icon without needing to make separate icons for each liquid, which he's using for buckets. It seems a bit ridiculous to me that he made that request, why not just ask for credit? Or does the perception that someone released a feature on a beta/alpha piece of software, that isn't even available to the public yet, first matter so much to him?
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# ? Sep 10, 2013 02:52 |
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# ? Jun 3, 2024 16:01 |
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Onean posted:I haven't been keeping up with Direwolf's stuff since I last mentioned the IC2 stuff. For anyone that has, are IC2's Cans working? Soaryn asked that they wait until Xycraft was on the server before making them usable, as I believe they are using some of his code to display liquid for an item icon without needing to make separate icons for each liquid, which he's using for buckets. Yes, it is the most important thing. Being first, doing first, is the Golden Lamb of Modding, as it allows you a lofty platform from which to decree that you invented blocks that catch on fire, windmills, and etc.
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# ? Sep 10, 2013 03:07 |