Really stupid things that people have said about Modded MC(Off topicness makes moderators tired)

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Is this a good idea?

  • Yes

    Votes: 66 18.2%
  • No

    Votes: 18 5.0%
  • if people don't get out of control

    Votes: 68 18.8%
  • POTATOES

    Votes: 210 58.0%

  • Total voters
    362
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Derpysauce

Well-Known Member
Aug 29, 2013
882
259
79
Ben shapiro
I was attempting to use the Directional Audio for Mumble mod on my server. My friend was having trouble. I walked him through the steps, which was met with much failure. He could not get his Minecraft to connect to Mumble. Eventually, however, I found the problem.

He hadn't installed Mumble.


Sent from my Genetic Lifeform and Disk Operating System using Tapatalk
One time I tried to download mods.... without forge ;-;
 
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Launcelot_J

New Member
Jul 29, 2019
63
0
0
Friend says, "IC2 doesn't use that much iron."

"Friend" says, "btw I warded your whole house for you...even the door. Then I may have lost the wand focus..."
 
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Derpysauce

Well-Known Member
Aug 29, 2013
882
259
79
Ben shapiro
Here's some wonderful things by some not so wonderful people

"Ore spawn is balanced"
"Ore spawn can be put into any pack"
"Ore spawn is well made"
"Ore spawn is the best mod ever"

And last but not least
"The mobs in ore spawn are great"

Now sure they look decent *looks at thaumcraft mobs" edit ok
But the hitboxs are garbage and they are really running out of ideas... the armor sets just have higher durability... divine RPG did it right rebalancing vanilla mobs/armor so you did not just have a set of armor that gave you invincibility...
 
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Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Here's some wonderful things by some not so wonderful people
divine RPG did it right rebalancing vanilla mobs/armor so you did not just have a set of armor that gave you invincibility...
I was involved in the early stages of the development of that mod, and the first versions - and the versions that most people know it as - were a balance disaster, because of the enormously powerful and durable mobs that necessitated the use of armor and tools not obtainable until late game, unless you wanted to do nothing but die every ten seconds because you got hit by some mob that deals 500 hearts of damage and has 40000 hearts of health and spawns as commonly as spiders.
 

Derpysauce

Well-Known Member
Aug 29, 2013
882
259
79
Ben shapiro
I have to admit I was expecting something along the lines of "well go make a better mod" but that is pretty cool to know that. Looking back at my post from 34 mins ago I feel stupid I said somthing like it was a fact X_X oh well
 

Launcelot_J

New Member
Jul 29, 2019
63
0
0
I invite my friends brother to my faction. First thing he does? Walks over to the item frame holding my bound pick (that btw I put there so I wouldn't accidentally click it) and right clicks it. On my ME system. That holds all my stuff.
Yeah.
Well, who needs server resets anyway.

Remind me why I play on public serers...
 
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The Skeptical Tech

New Member
Jul 29, 2019
85
0
0
I invite my friends brother to my faction. First thing he does? Walks over to the item frame holding my bound pick (that btw I put there so I wouldn't accidentally click it) and right clicks it. On my ME system. That holds all my stuff.
Yeah.
Well, who needs server resets anyway.

Remind me why I play on public serers...
Off topic, off topic!!!

This is a thread about really stupid things people have said about modded MC, not really stupid things people have done in modded MC.

Ban pls.

I kid of course.

I occasionally get accused of "hax" when I play PVP (I have decent ping and know my way around a sword/bow). I generally reply that I am using skill hax. I also throw this in whenever I see someone else accused of "hax" that they could not possibly be using.

Oh my goodness, the complaints people make.

"Reach HAX!!!" Seriously doubt it, they are possible if the server isn't patched but were pretty much eradicated back in 1.3 when that part got moved to the server.

"Xray!!!" No, I just was watching you dig below ground and you happened to unshift. Pardon me for paying attention to what goes on below ground.

"Knockback hax" I used to get that one before they added a sprint key and for a time afterwards (before people got used to it). I just learned to use repeated knockback to land hits without them being able to reply because of hitbox lag.

"Aimbot!!" No, I am just accurate with a bow, it's not that hard.

This post is ironic, think about it.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Off topic, off topic!!!

This is a thread about really stupid things people have said about modded MC, not really stupid things people have done in modded MC.

Ban pls.

I kid of course.

I occasionally get accused of "hax" when I play PVP (I have decent ping and know my way around a sword/bow). I generally reply that I am using skill hax. I also throw this in whenever I see someone else accused of "hax" that they could not possibly be using.

Oh my goodness, the complaints people make.

"Reach HAX!!!" Seriously doubt it, they are possible if the server isn't patched but were pretty much eradicated back in 1.3 when that part got moved to the server.

"Xray!!!" No, I just was watching you dig below ground and you happened to unshift. Pardon me for paying attention to what goes on below ground.

"Knockback hax" I used to get that one before they added a sprint key and for a time afterwards (before people got used to it). I just learned to use repeated knockback to land hits without them being able to reply because of hitbox lag.

"Aimbot!!" No, I am just accurate with a bow, it's not that hard.

This post is ironic, think about it.
Oh, the stories I have about getting banned from server after (vanilla) server because of my large redstone farms and the numerous admins who simply could not grasp that not everything requires direct player interaction:
*push button*
*pistons harvest sugarcane and pumpkin, which soon comes through a hole in the wall*
Admin: "Where did those come from!? YOU JUST SPAWNED ITEMS! BANNED!"
 

trajing

New Member
Jul 29, 2019
3,091
-14
1
Oh, the stories I have about getting banned from server after (vanilla) server because of my large redstone farms and the numerous admins who simply could not grasp that not everything requires direct player interaction:
*push button*
*pistons harvest sugarcane and pumpkin, which soon comes through a hole in the wall*
Admin: "Where did those come from!? YOU JUST SPAWNED ITEMS! BANNED!"
Luckily the admins I have seen on modded servers seem to grasp this, although there are those that sell 99% of the game, and the remaining 1% is useless.
 
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1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Oh, the stories I have about getting banned from server after (vanilla) server because of my large redstone farms and the numerous admins who simply could not grasp that not everything requires direct player interaction:
*push button*
*pistons harvest sugarcane and pumpkin, which soon comes through a hole in the wall*
Admin: "Where did those come from!? YOU JUST SPAWNED ITEMS! BANNED!"

I was once banned for joining a server. Apparently they didn't want to bother with a whitelist.
 
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portablejim

New Member
Jul 29, 2019
267
0
1
Well, in support of 1.7 (specifically 1.7 with Forge) I present:
  • The automatic management of IDs through the Game registry and the use of strings to identify items/blocks.
    • Makes it easier for mod makers so they don't have to have code to manage IDs, worry about if their ID range is conflicting with a 'well-known' mod, answering support questions from users that don't know how to fix block ID conflicts.
    • Makes it easier for mod makers to refer to items and blocks within mods (e.g. any modpack with ticon will have GameRegistry.findItemStack("TConstruct", "hatchet") will always get the hatchet item, no matter what the variable name in TiC actually is, no matter what the ID actually is)
    • Stops ID mismatches because the server sends the IDs to the client on connection.
    • Significantly reduces time for modpack makers to make mods, as the block/item ID conflict step is gone. Packs of a decent size can now feasably be downloaded an run without touching the configs. Oh, and if you have ever done mod pack dev, you know what pre-shift and post shift mean (or at least can guess when in relation to item ids)
  • Config GUIs that mods can either fully make themselves, or get helper classes to make to change config options.
    • "Edit the config file"
      ".Where is that in the window ... what do I open these files in ... everything is on the same line ... HELP!!!"
      "Do you know you can just go to 'Mods', click on the mod you want to change the config for and click 'Config' and a GUI will appear to help you?"
  • Using UUIDs for stuff instead of usernames to allow name changes
 
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portablejim

New Member
Jul 29, 2019
267
0
1
I'm with Dalek on this 1.7.x 1.5 onwards has been pretty crap actually. (in terms of gameplay design and features)
Probably something to do with a certain API specialist trying to be a game designer.​
Which is better solution to getting sounds, language files and block models replaced in game?:
  1. Have a mod that edits the minecraft source to change those files. Just be careful to ensure you don't want 2 different mods like that (that provide different stuff) or mods that change the same code.
  2. Install multiple resource packs to change the files and layer them.
Oh, and please don't tell me you like the huge texture sheets (that you have to work out what part of the image is what by guesses) over the individually named and separated textures.

Each major update has had a thing that Mojang has been working on. Side projects that some members get included and people think "So you took all that time to add <name of side project>"

On a side note, apparently press-shift-to-place-a-block-instead-of-opening-the-inventory was not a minecraft feature until 1.5 or so.
 
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Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
I was talking about the stuff players 'see' (animals, blocks ect), not the stuff 'under the bonnet' (minecraft engine, API changes, bug fixing ect) which was what you're referring to.
Most of the latter seems fairly solid.
It'll be nice if Mojang stopped adding fluff/changing the 'surface', and just worked on bug fixes and the API.
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Well, in support of 1.7 (specifically 1.7 with Forge) I present:
  • The automatic management of IDs through the Game registry and the use of strings to identify items/blocks.
    • Makes it easier for mod makers so they don't have to have code to manage IDs, worry about if their ID range is conflicting with a 'well-known' mod, answering support questions from users that don't know how to fix block ID conflicts.
    • Makes it easier for mod makers to refer to items and blocks within mods (e.g. any modpack with ticon will have GameRegistry.findItemStack("TConstruct", "hatchet") will always get the hatchet item, no matter what the variable name in TiC actually is, no matter what the ID actually is)
    • Stops ID mismatches because the server sends the IDs to the client on connection.
    • Significantly reduces time for modpack makers to make mods, as the block/item ID conflict step is gone. Packs of a decent size can now feasably be downloaded an run without touching the configs. Oh, and if you have ever done mod pack dev, you know what pre-shift and post shift mean (or at least can guess when in relation to item ids)
  • Config GUIs that mods can either fully make themselves, or get helper classes to make to change config options.
    • "Edit the config file"
      ".Where is that in the window ... what do I open these files in ... everything is on the same line ... HELP!!!"
      "Do you know you can just go to 'Mods', click on the mod you want to change the config for and click 'Config' and a GUI will appear to help you?"
  • Using UUIDs for stuff instead of usernames to allow name changes

True, but @Celestialphoenix was complaining about a API designer working on gameplay elements. This would insinuate that he though the new gameplay elements were the things that were "pretty crap." And I REALLY agree about this. Villager trading is incredibly OP and I actually had to trouble someone with creating an entire mod just so that I can balance it.
 
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