The MafiaScum Minecraft Thread - AllTheMods 9!!! - NEW Vanilla?
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In post 17428, Osota wrote:Are we planning on switching to 1.7 for the modded server? When would we be switching?
It wont be for a month or two at least. I've barely just started looking at 1.7 mods, let alone have a list even.Art is cool.- Osota
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In post 17430, Osota wrote:When we do could I get a backup of the 1.6.4 world? I've done a lot of building in there that I am proud of and I would love to be able to run through it in a solo instance.
absolutely i do try to get a link up on the blog to download the previous world when we reset.Art is cool.- Osota
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Gdoc for mod suggestions
yes i know it's ugly right now. i'll organize everything later
(this is also ETL btw...)- Klazam
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Klazam He/HimJack of All Trades
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excellent idea klaz!
Edit: doneLast edited by Guilty Gunsmith on Mon Oct 27, 2014 3:23 am, edited 1 time in total.- Klazam
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In post 17424, fuzzybutternut wrote:But what I'm saying is, say we put in an item like a fluiduct, which is item ID (xxxx). In the new TE, it's known as Entity:Fluiduct. Would it be able to distinguish between the old and the new? I was under the impression they completely redid the system, erasing Item ID's completely. Not just hiding them behind an alias.
TE is different; TEdidcompletely re-do some things as far as I know, but I'm not sure if you already have a version post-rework of the Duct system. I forget when it happened but it was probably on their move to 1.7.
Anything as sweeping as the ID changes (there're player ID changes coming soon too! HYPE) can't just happen in a single version change, even if it's a major version change. The Item number IDs are still there, even in 1.7.x and 1.8.x. They'll be phased out pretty soon, and any mod made for Minecraft for either of those needs to have their blocks and items registered the new way to work, hence this warning which you can find all over the place in the ScumCraft 3.1 client startup logs:
Code: Select all
2014-10-21 00:21:18 [SEVERE] [ForgeModLoader] Found anonymous item of class forestry.farming.items.ItemFarmBlock with ID 1395 owned by mod Forestry, this item will NOT survive a 1.7 upgrade!
So, for example, right now Forestry "FarmBlocks" are probably the Multifarm blocks, and they have different metadata values for Hatches and Valves, etc. "1395" = "Forestry:ItemFarmBlock" in your Minecraft as well as mine, the move to 1.7 will just force the game to ignore the first part, and reference the block by its name ID at all times. Mods had to be rewritten to handle this, yes, but they are being rewritten in a way that just kindof wipes the old way aside. The warning in the client startup logs is just referencing what would happen if a mod author self-lobotomized themselves and thought they could still use number IDs to reference blocks and items in code in 1.7: the game would go "lolno".- Maestro
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Lol I don't have an issue with it, I'd just rather not do it and have an item corrupt a world that we haven't even begun to play in yet.
Finding a good spawn is hard man.There is nothing either good or bad, but thinking makes it so.
GTKAFuzzy! Come ask me questions.
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In post 17444, fuzzybutternut wrote:Lol I don't have an issue with it, I'd just rather not do it and have an item corrupt a world that we haven't even begun to play in yet.
Finding a good spawn is hard man.
i dunno why you thought we would do this anyway.. it's not like the world is corrupt and we have to save things. it's a totally new version of MC. we always clean reset for that.Art is cool.- fuzzybutternut
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I know I was just sayin'.There is nothing either good or bad, but thinking makes it so.
GTKAFuzzy! Come ask me questions.
Come playmoddedMinecraft!- EspeciallyTheLies
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That's a metaphor for my life!
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D:There is nothing either good or bad, but thinking makes it so.
GTKAFuzzy! Come ask me questions.
Come playmoddedMinecraft!Copyright © MafiaScum. All rights reserved.
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