Posts by Geo Terra

    Could someone point me to some decent tutorials for modding (preferably with source code)? I want to get started on a project that's been rattling around my head for some time, but all of the tutorials I've found are grossly outdated.


    Thanks in advance.

    Come to think about it, would it be possible to add recipes that could use the metals provided via the Forge Ore Dictionary? Having the chain link fence pieces require iron in an addon to a mod that chews through iron like a mofo can hurt.


    Also, from my tests, I think the barbed wire fences eat item-entities that collide with them. i think someone mentioned changing the code so that the barbed fences targeted entity.living only and ignored entity.item or whatever.


    Also, in the beginnings of this thread, there was mention of a chain link door. You still chasing that idea around? Also the idea of an electric fence?

    That was a very quick guess, to go with a very quick MCP, FML and incomplete Forge update, and a very quick port with a new world record of less than 50 errors that I quickly fixed with search and replace.


    (1.3 was the opposite record with thousands of errors if I recall)

    Which is weird as, iirc, the 1.4 update was termed the "Very Scary Update" I think in terms of core changes and due to the fact that this is essentially another Halloween update.

    Since transformers don't use machine blocks nor do they really have a "Transformer Core", i don't see why its bad.


    edit: Nvm, never used transformers beyond the low one so kinda forgot they used a machine block

    I think only the MVT uses actual machine blocks, and the HVT uses the MVT, so technically both do.

    I think you are needlessly complicating things. "First I have to figure out which version of Forge all the mods use." Just grab the latest version of Forge Universal (99/100 times it is stable), future Forge versions include all functionality of past versions, so you just have to have the version of Forge that the mod requiring the highest Forge version requires. If your crashes are IC2 or an addon related, we are here for a reason. In the several times it has happened to me, Forge has directly told me in the error log what block IDs are conflicting, I think you are making more of a big deal about them than they actually are. "Then, I got the server working. I have to do the entire thing again for the client." How many mods do you use together? You make it sound like it takes hours to do this.


    Also, Mystcraft, as of now is actually something you put in your mods folder, it just hasn't been released yet due to bugs

    And new instability testing

    Does anyone know if there is an effort of the mod community, or by the Minecraft dev team, to make a central modding API? So, we don't have to worry about this stupid bukkit/forge/modloader/codechickencore/what ever else problem? Is it insane to ask such a popular game to not have so many compatibility issues? Minecraft to me is no fun without these mods, and it's such a pain to get them to work together.

    Question: You new to the modding community? I ask as there has been news for a while of a supposed modding API from Mojang, but it keeps getting pushed back.

    Pretty sure this may be alleviated when Redpower releases, as it adds quite a bit of Copper into the world on its own...


    Until then, Industrial Veins and Nether Ores are good alternatives to derive from for the time being...

    Also, if you want to go this way, you also have the option of using Metallurgy, the copper bars there work with IC2. Also, it depends on how you set up the veins to spawn.

    For those of you wondering if this addon works with the open beta of IC2, I can confirm that it does work and my only gripe is that the fences take A LOT of time to break. It reminds me of how long it took to break obsidian in vanilla Minecraft.

    Only if you choose to make a world with heavy resources. With the creative notebook mystcraft allows you to choose how the world can be whatever way you want. Note though, that mystcraft requires specific forge versions for now.


    The one I use for 1.2.5 Minecraft is forge 3.3.8.164
    The one I use for 1.3.2 Minecraft is forge 4.1.1.257


    Typically the build number can be higher as long as Y in the following x.x.Y.x is not higher than the recommended version.

    Which will be more or less obsolete as the hooks that XCompWiz needs are now inside of Forge, which, one, allows it to be a mods folder mod, and two, releases the user from making sure to use the correct version of Forge.

    Double check if Chrome is asking to update or something, I use Chrome myself and have no problem downloading this mod.