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Everything posted by gotyaoi
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Don't make up numbers. I'm 17299% sure you can get sued for that in real life.
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Requesting EXPERIENCE Java Developer/Coder to create server mod
gotyaoi replied to Skoalify's topic in Mod Makers Market
I apologize for this, but at the rate things are going, it will shortly be appropriate. Essentially, your image was inaccurate. I fixed it for you. -
Requesting EXPERIENCE Java Developer/Coder to create server mod
gotyaoi replied to Skoalify's topic in Mod Makers Market
Out of curiosity, why do you think saying "end of discussion" ends the discussion? Having this discussion end simply because you want it to seems more than a little unlikely. Or are you simply trying to take the "I'm taking my toys and going home" approach to discussion? -
Requesting EXPERIENCE Java Developer/Coder to create server mod
gotyaoi replied to Skoalify's topic in Mod Makers Market
Man, I hope you weren't too attached to that email address. -
And you've refrained from freaking out. Congratulations, you've passed the first test. In general, I'd say the fact that you haven't been arbitrarily banned sort of works against the point you're trying to make. As to that thread you were referring to... Generally yes, you can't mock the stupid out of people. Sadly, you also can't usually explain the stupid out of them. Thus, out of two options that do exactly the same thing, we tried the explaining (the technic team was in no way responsible for his children's treatment on some random server), and when that didn't work, then we might as well have some fun with him.
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You could generate a void world with mystcraft. That'd be pretty close to old school skyblock.
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You not heard of bukkitforge? Look it up, there are a couple threads floating around the forum about it. Basically lets you run bukkit plugins in the vanilla server.
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Because bukkit is not very amenable to forge these days. More people are able to use more mods together with forge, so I personally chose forge compatibility over any advantages bukkit might offer.
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If you just want to add things to your single player, it's probably easier to just do it manually. Just drop those three mods into your mods folder.
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Best zip program for creating custom modpack zip files
gotyaoi replied to 31trainman's topic in Cafe Lame
7zip, probably. -
This is true. I was only making the point that they tend to integrate ideas from mods a fair amount, and thus I wouldn't be surprised to see some more RP2-like features in the game in the future.
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Piston's were originally a mod. Also, the recent changes to the dispenser are making it look pretty similar to a RP2 deployer. And let's not forget the hopper.
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If it's Ars Magica that causes it, I'd say getting rid of it is the better option than increasing the PermGen. PermGen is the part of the heap dedicated to the "permanent generation", objects that will never be garbage collected. These are things like user classes. It's set to 64MB by default. and this is fine for the most part. You usually see it cropping up in projects with massive codebases. Basically, if you search for that error, most of the hits are regarding tomcat or something similar. That's because Tomcat has 4,874,929 lines of code, at last count. Now, assuming that the mod isn't that big, the other option is a memory leak. Yes, in java. It is possible to keep static references to objects that get garbage collected. The static reference stays around, taking up PermGen space, and more keep accumulating. If that's the case here, doubling the PermGen space might help for a while, but it might still fill up eventually.
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Didn't you hear? He's a lobster. Lobsters are never serious.
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Out of curiosity, which pack is this, and have you added anything to it? Also, java version. Actually, the whole bug report form might not go amiss, even if we aren't in a bug forum.
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Can I Install Computercraft To the voltz pack?
gotyaoi replied to joe123652's topic in Voltz Discussion
It sort of says right there. You have a block ID conflict. You need to change the computercraft config file so it uses IDs that aren't already in use. -
You don't need to be a modder (or a professional modder, whatever that is). You need to know how to install mods, an action which the launcher usually goes to great pains to protect you from. Once you can install mods without the custom zip, ie. you know where mod files are supposed to go, how to make you own modpack.jar, then you have the knowledge required to make a custom zip. As a note, the custom zip functionality is mostly for server admins to make things easier on their players. If you want to mod your single player, custom zips are an extra (unnecessary) layer of complexity.
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Why must all Voltz servers be PvP, Dammit! [Rant]
gotyaoi replied to poryy's topic in Voltz Discussion
Yeah, at the moment, there's not much to spend your power on besides missiles. Shame really, that such a nice base has so few uses at the moment. Given time there will probably be more to do. I've got a few ideas germinating myself... -
As always in situation like this, I try to mention the ars technica system guide. They update it about twice a year, and the latest was in december. Good info and lots of newegg links. http://arstechnica.com/gadgets/2012/12/ars-technica-system-guide-december-2012/
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They already have all of our money. They might even have all of the money. Did you see the oil paintings they commissioned for their office?
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It can be useful for just testing a zip quickly, without needing any external tools, which is slightly useful in my opinion. edit: And it does technically answer the OPs question. :P
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I think I remember hearing that you could use a file:// url if you're just testing on a local system. So if your zip is in your home folder on windows, you could do file://C:/Users/username/filename.zip or on mac, file:///Users/username/filename.zip
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They sort of do tell you, but I'll reiterate. On the client side, somewhere in your initialization logic, you need to call MinecraftForgeClient.preloadTexture("/your/texture/file.png"); In you block file make sure that you have this override. @Override public String getTextureFile() { return "/your/texture/file.png"; }Finally, when you instantiate your block (instantiate means to call the constructor), make sure to set the texture parameter to the index of the texture you want in your texture file, starting from 0. If you want your block to have more complicated textures, instead of doing step 3, you will instead override the various getBlockTexture* methods to return the correct index in the file based on conditions like side and metadata.
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The Forge way is one file for all the textures. One texture per file was the old modloader way, and it may be the correct way again in the future, but not now.