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Everything posted by jakj
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Re: Anti-CreeperEnderGrief Mod for Technic SSP (tested against rec. 6.0.7 build) (selfderp)
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Re: Anti-CreeperEnderGrief Mod for Technic SSP (tested against rec. 6.0.7 build) Anything that uses the vanilla explosion code (such as creepers and TNT) will still damage entities (players/mobs) but will not destroy/drop blocks and will not set fire to nearby blocks. Hmm, I should make a version that just nerfs Creepers but not TNT. I'll make a note to do that tonight.
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I have decided to abandon this effort at a public mod. (Few would probably care anyway, since I'm so slow to do anything with this in the first place, but if you're interested in my reasoning, feel free to keep reading.) Also, if a moderator could move this into open discussion or off-topic (or even the whale box, if that's deemed appropriate, or else leave it here if you think it should stay), I'd appreciate it. I've been peripherally involved with Minecraft modding for only a few months, but in those few months I've gone all the way up and all the way down the emotional ladder. I would like to point out to everyone concerned that we are working with a closed-source computer game that still, at this very moment, has a ToS that actually prohibits almost every single current mod from existing. This is germane to my following point. I have become tired of the attitude that many (not all...but many) modders seem to have. Let me lay out the steps that go into these mods: 1) Break Minecraft's ToS by decompiling it. 2) Break Minecraft's ToS again by altering, recompiling, and distributing entire class files out of it (rarely ever using binary patches instead). 3) Break Minecraft's ToS yet again by publicly providing the source code of the changes made. (It is possible to view the entire decompiled source code of multiple Minecraft versions using nothing but Google.) Now, I happen to think all of this is fine, because I feel that Notch's anti-modding effort mixed with his mod-tolerant stance of not actually enforcing the ToS is rather ridiculous. But you know what further is ridiculous? When modders turn around and get a hypocritical attitude that actually goes against the process they just went through to create their mod in the first place. I'm not even going to mention or link to the mod and author I'm talking about here, because my purpose is not to stir up a shitpot. But just today I read a message that a mod author posted, expressing their displeasure that someone had altered their mod (which is an alteration of Minecraft) and was breaking their ToS (as they broke Minecraft's ToS), and that they would not stand for it. I was, frankly, disgusted. This is supposed to be a community of fans of Minecraft who like to mod the game in creative and interesting ways and make it do fun things most people would never have imagined. And then, when someone finds a way to tweak or improve your creation, and does so, all of a sudden it's an ethical crime? So, I've lost interest in bothering with trying to pussyfoot around a community that has bad eggs in it like that. I am sorry to the one or two of you who actually cared about this little thing I had going, and if you have any questions about modding that I can answer, especially to do with creative uses of Reflection, class merging, decompilation, and recompilation, particularly for the purpose of adjusting the behavior of mods or base Minecraft, feel free to PM me, and if I know, I'll share my knowledge. (Perhaps you could create a thread in the new Modding discussion section, and PM me a link to it, so I see it and post my knowledge publicly.) I do want to thank the people in this forum who have been supportive, both by providing knowlege and by providing interest in what I'd done. I'm going to keep posting on these forums and sharing what I know or continue to discover, and I'm going to continue enjoying playing the Technic Pack and watching it evolve as Minecraft evolves, but I'm going to keep my programming activities limited to my own personal copy (amusingly enough, that being what the ToS -does- allow, modding for personal non-distributed use). As Direwolf says, take it easy.
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You haven't been on the Internet long, have you?
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Define "nice" in this context.
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This Guy Made a Bad Server Post and I Made Him Racist: A Short Story
jakj replied to Ilnor's topic in The Whale Box
What in the ever-loving doublefuck was that? Some people just aren't firing on all cylinders. -
Maybe it's a raging infection of imbecilicus. That stuff's tenacious.
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[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
jakj replied to Sp0nge's topic in Open Servers
Re: ? TekkitCraft ? [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ It is no whitelist. People are just too fucking stupid for words to express and apply for whitelist anyway. -
I'm an "over-intense annoying brony"? Excuse the fuck out of me?
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Actually, this is epic. Safe for work, and completely awesome. If you loved "How To Train Your Dragon", this is amazing.
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Msi Afterburner for recording Tekkit
jakj replied to galdersinn's topic in Tekkit Classic Discussion
It has a weird little mini-fraps builtin to record video. God knows why, but it does. -
Msi Afterburner for recording Tekkit
jakj replied to galdersinn's topic in Tekkit Classic Discussion
Tekkit is a modpack, not a computer program. Go ask in the Minecraft forum. Or even better, the MSI Afterburner forum. -
You're right: It doesn't. That's why we like NEI better!
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Aardwolf, SW:TOR, TES 3-5.
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It's probably this. You can configure forestry to not be side-sensitive, but the default config for farmers/harvesters is side sensitivity.
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You don't go on minecraftforums.net much, do you?
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Well, now that I've seen firsthand what modding a Java-based system is like, I can say that as long as they stick with Java we're fine. We can literally change any line of code in the program to do whatever we want at any time, and we have projects like Modloader, MCP, and Forge making it happen in a logical and organized (mostly) way. As these projects continue to mature, we can basically say "fuck it, who cares about a modding api anyway" and never care again. Any modding api would probably just be an inferior set of hooks into the code that forge already has anyway. *shrug* Technic Pack is the future, and Mojang (no matter who is running it now) is just our crazy, doddering old parent, that we've patted on the head and left behind, because he's just too out of touch and no longer needed. (Thankfully unlike my real parents, who keep up just fine. )
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You still think Mojang is capable of major software development like a modding API or a unified SSP/SMP substrate? Aww...... you're so cute. I hope the world bends you over gently when it takes your innocence away.
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Is this like when someone tries to use a logical argument and is proven wrong, and to (try to) spare humiliation, he says 'lol i troll u'?
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Re: I will pay you $20 to help me make a tiny IC2 addon Oh, boy, has this ever grown past my initial simple idea. Yep, just taking my time with it and enjoying the process of learning. It's kind of a slow ramp-up because I'm just learning a language and an api all at once, not to mention most knowledge comes from either 1) crappy YouTube videos or 2) walking the Minecraft decompiled source code. So far, though, I've worked past the need to read configuration files, and I'm using the Java reflection API to directly access member fields and methods from loaded classes from other mods. (For example, I can access the function in EE that gets the EMC value of an item, and I can access the GUI object inside CleverCraft to open the Crafting Table II screen.) I even figured out how to add a hook into the source that Forge doesn't have. My coding style also focuses on "write it once and never again", so I spend a lot of time creating new modular classes instead of just copying and pasting code. For example, I'm creating static helper classes that do things like read and write itemstack arrays via NBT, and I created a helper class that implements GUI elements like progress bars so, instead of using a bunch of draw calls with ugly embedded math, all I do is create a progress-bar object and tell it its current progress. (I obviously have not seen every mod currently in existence, but I have now seen (via decompilation) most of the big ones and a lot of the little ones, and I am hoping (with crossed fingers ;-)) that some of the code I'm writing will be interesting to people and may even be used by others. The way I'm doing things is already a lot more newbie-friendly, so I wouldn't be surprised if some people were able to learn modding by getting into my code (because I tend to use excessive redundance and descriptive member names in the cause of readability, modularity, and reusability) and seeing what's going on.) It shall come when it comes. :-) Writing a mod for Minecraft is actually a lot like playing Minecraft itself: You go around and gather a bunch of stuff, then you mess around and see how you can put it together into something interesting, rearranging things until they look just right, and then going out and getting more stuff to make an even more interesting contraption.
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Kaker, you are either a millionaire, or INFRICKINSANE.
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Wouldn't this generally be considered "a good thing"?
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No, obviously it's an upgrade to pistons to allow the besieging of Testificate structures.
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I tend to avoid threads like thi...... Oops.