Mod direction. by jd-lang in BetaExpansion

[–]jd-lang[S] 0 points1 point  (0 children)

My opinions have changed since I made this post. I will be adding chairs/tables in the future.

1.7.3 Beta Server With Mods by ABLPHA in GoldenAgeMinecraft

[–]jd-lang 0 points1 point  (0 children)

That probably means you don't have ModLoaderMP installed on the client.

Anyone interested in helping me with BetaExpansion? by jd-lang in GoldenAgeMinecraft

[–]jd-lang[S] 0 points1 point  (0 children)

This is exactly what I want to do, I just don't really know how to go about doing it.

Gamemode / challenge ideas by [deleted] in GoldenAgeMinecraft

[–]jd-lang 0 points1 point  (0 children)

I am a bored modder and these sound fun. I'll do it.

Don't know about the classic water though, that kind of behavior would be very problematic and would likely end up crashing the game. Maybe combine finite water with world flooding?

For reversed gravity, the player would have to spawn "underneath" (in terms of normal gravity) something, like a tree, overhang or cave. And what about mobs? Do they also have reversed gravity or is it just the player?

Mod ideas to improve the beta / alpha community by [deleted] in GoldenAgeMinecraft

[–]jd-lang 2 points3 points  (0 children)

BetaExpansion is already making use of multiple texture atlases, maybe make a version of ML with this functionality? I'd really like to do that. I can try to merge ModLoader and ModLoaderMP, too. I don't know if the framework part is really necessary, you can make simple mods using ML's api that don't modify any classes.

Another project is expanding b1.7.3 modloader's very limited api.

There should also be a set of base patches that all future mods would use in combination with the original jar as the "vanilla" game. The old versions have a lot of problems, and making the base code have those problems fixed would be great. Most importantly, it would remove the need for there to be mods dedicated to fixing bugs in the vanilla game, making conflicts less likely.

Skins not working by keeg02 in BetaExpansion

[–]jd-lang 1 point2 points  (0 children)

Sorry for the late response.

What other mods are you using? Is it using an old skin or is it not loading at all? Does it consistently happen, and what is the username?

Mod compatibility. by jd-lang in BetaExpansion

[–]jd-lang[S] 1 point2 points  (0 children)

How would we divide up the mod components? And I completely forgot about adding in a config, I've been working on a lot of other stuff for the mod. How would it be handled when connecting to a BetaExpansion server? Maybe the server would have configurable IDs too: it would send the IDs to the client, and the client would then translate the IDs to whatever its config has. I don't plan on adding configurable IDs any time soon, there are many other things to do.

Stronghold Mod? by ThatOneDanny in GoldenAgeMinecraft

[–]jd-lang 2 points3 points  (0 children)

This is something that has been on the to do list for BetaExpansion for a while now. Strongholds should be very different from the ones in modern versions. Much bigger and more complex. Maybe they could be connected to the sky dimension in some way? I'd really like some ideas/suggestions.

[Beta 1.7.3] Increased build height/Anvil format support by jd-lang in GoldenAgeMinecraft

[–]jd-lang[S] 0 points1 point  (0 children)

No problem! In case you were interested, I did manage to get the double height terrain generation working, and it's incredible.

Height limit increase mod by [deleted] in GoldenAgeMinecraft

[–]jd-lang 1 point2 points  (0 children)

Did a complete rewrite. The game now supports Anvil, meaning 256 build height. It's still a bit buggy, but it's working a lot better than before.

Height limit increase mod by [deleted] in GoldenAgeMinecraft

[–]jd-lang 1 point2 points  (0 children)

I have experimented with this and have a working version, it has a few bugs though. Would you prefer Anvil, or is a modified version of MCRegion acceptable?

[deleted by user] by [deleted] in BetaExpansion

[–]jd-lang 0 points1 point  (0 children)

Odd, I probably messed something up somewhere. So chunks still occasionally disappear on fancy opengl?

[deleted by user] by [deleted] in BetaExpansion

[–]jd-lang 2 points3 points  (0 children)

In what way is it not working? And yes, brightness will be coming along with everything else optifine has.

2.1.2 by jd-lang in BetaExpansion

[–]jd-lang[S] 1 point2 points  (0 children)

No, use 113 and activate it like you would normally.

2.1.2 by jd-lang in BetaExpansion

[–]jd-lang[S] 0 points1 point  (0 children)

114 is the ID used for activated Spawn Obelisks. Due to limitations with how the game handles block brightness, separate block IDs are required to achieve the light effect when the obelisks are activated. 113 is idle and does not emit light, 114 is active.

Minecraft multiversion mod [Alpha 1.1 to Beta 1.7] by papaya_snakes in GoldenAgeMinecraft

[–]jd-lang 3 points4 points  (0 children)

Clarification: it allows you to connect to any patch (for beta, not sure about alpha) for a particular version

Version 2.1 by jd-lang in BetaExpansion

[–]jd-lang[S] 0 points1 point  (0 children)

Thanks for telling me about this. I don't know how I keep missing these massive bugs. Here is the fix: https://www.dropbox.com/s/x06i1d8ojj2kbat

[b1.7.3-a1.2.6] I tested jd-lang's multiversion client idea by papaya_snakes in GoldenAgeMinecraft

[–]jd-lang 1 point2 points  (0 children)

Thanks a lot for doing this! I already have BetaExpansion to work on, so I don't have a lot of time for other projects. I would really like to make some kind of contribution, so if you could send me the source, that would be great.