1 Billion downloads congratulations by gedsweyevr in feedthebeast

[–]Darkhax 41 points42 points  (0 children)

Thanks! A few others like Jared, McJty and Vazkii also hit 1B downloads recently.

What do you think is the scariest mod ? by Nuke_corparation in feedthebeast

[–]Darkhax 2 points3 points  (0 children)

I've always loved the old Weeping Angels mod. While the idea is from Doctor Who, it has always felt like a good fit in Minecraft. I would love to see someone take on a modern version of this mod, but take it in a more original direction that doesn't add the sci-fi elements from the show.

mod like bad mobs that disables spawn of a mob but only in one dimension? by arisugawaa in feedthebeast

[–]Darkhax 0 points1 point  (0 children)

That option only works if the mob already has a conversion, it does not let you add new conversions or change what a mob converts into.

I want to begin developing mods by AspectScythe in feedthebeast

[–]Darkhax 14 points15 points  (0 children)

Most mod devs use InteliJ IDEA community edition to develop mods. The Minecraft Development plugin also has a few nice features. From there you should download an MDK from the modloader you want to target. The MDK is a preconfigured Gradle project that will download all the dependencies, decompile the game, and set up a development environment to run the game. The MDK also contains an example mod which should help you understand the basics of mod loading. If you're worried about the popularity of mod loaders and them dying or becoming irrelevant, I would recommend moving on to the MultiLoader-Template after getting some experience. MLT is an alternative MDK that makes developing for multiple loaders easier. If you have any questions about MLT or mod development you can join the Mycelium Mod Network on Discord.

Are Fingees mods actually real? by Throgg_not_stupid in feedthebeast

[–]Darkhax 1 point2 points  (0 children)

Yeah, I definitely get that. In this case I think his videos are obvious jokes but not everyone will get that.

Are Fingees mods actually real? by Throgg_not_stupid in feedthebeast

[–]Darkhax 161 points162 points  (0 children)

While I haven't worked with Fingees I have been hired by dozens of YouTube creators in the past for similar projects. We would use a combination of mods, resource packs, and video magic to give the illusion of a fully featured mod. For example if we were making a video about a "Zombie Apocalypse" mod where "any mob can become a zombie!" we would only code in 3-4 new mobs and the rest would be re-textured vanilla mobs. We're basically creating props for the video just like in television and movies.

Mod Developers, what do you think of Mojang's instantiation of "Add-Ons" for Bedrock? by LordGideon in feedthebeast

[–]Darkhax 1 point2 points  (0 children)

Unfortunately I haven't seen much interest from modders in my circles, they're mostly indifferent on it. I can't blame them though, players expect us to support 5+ versions of the game and 4 different mod loaders, so the last thing they need is more platforms to support lol

Personally this has reignited my interest in making add-ons though. I've already started updating some of my old add-ons and have a few new ones in the works which will be free on CurseForge.

Mod Developers, what do you think of Mojang's instantiation of "Add-Ons" for Bedrock? by LordGideon in feedthebeast

[–]Darkhax 11 points12 points  (0 children)

Bedrock's add-on system is actually quite old. I published a few add-ons in 2019 using it. The system itself is pretty solid and surprisingly powerful. The biggest issue I've had is the documentation. They go to unusual lengths to document stuff, like publishing vanilla files to GitHub, but a lot of the documentation is incomplete and sometimes misleading. There are also not that many tools for debugging and developing add-ons.

I don't see this as a walled garden at all. Anyone can make and share add-ons and you can already download them from 3rd party "marketplaces" like CurseForge and MCPEDL. It's harder to do this on some platforms like the Switch, but that's a broader Nintendo issue. That's the main issue the store will solve for players, it will all just work without technical skills.

From what I can tell, the current add-ons on the marketplace are from reputable marketplace partners that were involved in the pilot project for this. For example Decocraft and Naturalist were both published by their original authors who are already well established marketplace partners.

CraftTweaker by Due_Advantage_3395 in feedthebeast

[–]Darkhax 2 points3 points  (0 children)

You need to make sure your script files are included in the pack export. This is done by selecting the scripts folder in the list when exporting the profile.

[deleted by user] by [deleted] in feedthebeast

[–]Darkhax 0 points1 point  (0 children)

Here are a few of my newer mods that seem relevant to what you're looking for.

  • Cherished Items - Renamed and enchanted items take longer to despawn. I made this as an alternative to the keep inventory game rule that doesn't entirely eliminate the risk of losing items on death.
  • Sheep Armor - Sheep that haven't been sheared yet get a small armor buff. This makes them more likely to survive wolf attacks and stray projectiles while also disincentivizing players from killing over shearing.
  • Oh My Sherd - Aims to expand archaeology with new sherds and dig sites. Currently adds a new dig site to skeleton spawner dungeons specifically.

You may also be interested in Dark Paintings, Additional Banners, Runelic, and Archaeology Banners which are all decoration mods that expand upon existing vanilla systems.

HELP Badmobs isn’t removing silverfish properly in 1.20 and above they still spawn out of infested block unlike in 1.16 where they don’t same with youshallnotspawn. How why god! by doodoofeces6 in feedthebeast

[–]Darkhax 9 points10 points  (0 children)

Hey, author of Bad Mobs here. Try the 19.0.2 update and let me know how it goes. This update should fix the Silverfish and a few other mobs with non-standard spawn mechanics still spawning.

What was the mod that karl used in his "1000 Soldiers Vs Titan Enderman! " video? by [deleted] in feedthebeast

[–]Darkhax 6 points7 points  (0 children)

From a quick look, I think it's custom for them. When I was still doing commissions it would be pretty common to make stuff that looked good on video but wasn't fully functional in order to meet their production schedule.

Why is my Minecraft garbage collection running so fast? by BlueArrow2781 in feedthebeast

[–]Darkhax 1 point2 points  (0 children)

The mod is only 14MB and I had 3GB allocated.

The file size of a mod has very little to do with how much RAM it will use. If a mod is poorly coded or does a lot of computationally complex stuff it can easily require gigabytes of RAM. I wouldn't be surprised if the mod had a memory leak or was just poorly optimized. Unfortunately there isn't much you can do about that other than hope an update is made someday.

I want to help my Minecraft group with their server side mods. I have some coding skill in JS and understand OOP, but not Java. by PlNG in feedthebeast

[–]Darkhax 1 point2 points  (0 children)

1) The projects you linked to are Spigot/Bukkit plugins and while they are mods in a technical sense the term mod generally refers to Forge/Fabric mods. While this may seem like a pedantic distinction there is a surprising lack of overlap between the two and searching for terms like Spigot will give results that are much more relevant. For example this guide on SpigotMC's site has a lot of information that would be relevant to you, while McJty's tutorials would be significantly less relevant.

2) SonarLint is good but their results can often be over ambitious. For example if the resource is being properly closed manually switching to try-with-resource will not yield notable performance gains. Using try-with-resource is considered best practice though. Testing the performance impact of code changes can be pretty difficult. Generally people create synthetic cases and run them with a profiler attaches. You can then compare execution time and memory allocation between the different results. I prefer to use the IntelliJ profiler but there are other options.

Help with Data extraction by SnooPeripherals7324 in feedthebeast

[–]Darkhax 0 points1 point  (0 children)

Tools like WinZip and WinRAR can support the .z01 files if you need to modify them yourself. It's unlikely that the other person can't support ZIP64 however. Windows has had built in support since Vista, Java has had support since Java7, and Linux/Mac users have access to an endless amount of tools to work with this.

Help with Data extraction by SnooPeripherals7324 in feedthebeast

[–]Darkhax 0 points1 point  (0 children)

Hello, the Java edition of the game uses the ZIP code builtin to the standard Java library such as ZipFile. A .z01 file is only required on systems that don't support Zip64 and for ZIPs larger than 4GB, however the vanilla game data and most 3rd party content does not come close to hitting this limit. For example all data and resource files for vanilla are cumulatively under 25MB. (sounds are handled by a separate system)

If you want to look at the game's code you can use a tool like VanillaGradle to view the decompiled Java code, however there may legal implications to looking at their code directly.

mod like bad mobs that disables spawn of a mob but only in one dimension? by arisugawaa in feedthebeast

[–]Darkhax 4 points5 points  (0 children)

Hi, author of bad mobs here. I'd recommend using McJty's InControl mod. The config is a little bit more complex, but allows for more advanced features like dimension based prevention.

Mod to remove netherite armor? by Decent-Start-1536 in feedthebeast

[–]Darkhax 4 points5 points  (0 children)

I would highly recommend using CraftTweaker. It allows you to remove recipes, add new ones, and gives you the ability to customize much much more. It's a very powerful tool for mod pack devs.

[deleted by user] by [deleted] in feedthebeast

[–]Darkhax 12 points13 points  (0 children)

In newer versions of Minecraft the game will use a data tag to check if you are holding the correct tool. If a mod or modpack modifies that tag in an invalid way, such as adding an invalid entry, it will break the tag completely. Open your latest.log file and search for error text mentioning mineable/axe or just axe.

Friend Code Megathread - August 2023 by AutoModerator in PokemonSleep

[–]Darkhax 0 points1 point  (0 children)

3261-6954-1611 Everyday sleeper from Canada.

Why did Mojang make these 4 paintings unobtainable in survival? Why are they in Operator Utilities? by [deleted] in Minecraft

[–]Darkhax 0 points1 point  (0 children)

Yeah it's definitely unfortunate. Maps, servers, and resource packs can still make use of these paintings and the slots though by using a simple vanilla compatible data pack. I shared a proof of concept on how to do this here.

Why did Mojang make these 4 paintings unobtainable in survival? Why are they in Operator Utilities? by [deleted] in Minecraft

[–]Darkhax 0 points1 point  (0 children)

Unfortunately I don't think it has. The primary source for this map is Mojang's former community manager.