I was told that working with the JEI API is horrendous though. Something like 11 individual classes for a single recipe handler, whereas with NEI you only had 1 or 2.JEI's good enough anyway. It sort of lacks a few inconsequential features that some people might want.
As far as looking up recipes goes it does the job
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Is NEI post 1.8 yet though? I can tell JEI is not quite as good yet but it still does the job.I was told that working with the JEI API is horrendous though. Something like 11 individual classes for a single recipe handler, whereas with NEI you only had 1 or 2.
I was told that working with the JEI API is horrendous though. Something like 11 individual classes for a single recipe handler, whereas with NEI you only had 1 or 2.
Is NEI post 1.8 yet though? I can tell JEI is not quite as good yet but it still does the job.
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Recipe plugins that work the same still require separate classes though, even if the classes they use are exactly the same (thus it's overhead for the sake of it), having to extend a class purely for the sake of it's name being different is silly.It is the opposite. JEI's API is a huge deal better and easier then the NEI API.
In what way isn't it as good I find nothing missing in JEI that is present in NEI (except for things that don't belong there like mob spawn highlighting and weather control) For those last features there are other mods
BlockRenderer doesEdit: Does JEI offer PNG exporting of items or any other data dumps?
Just made a new and very small 1.9 mod called CombatHelp.
This is a really small mod that adds a single hotkey (default backslash) that will search your inventory for a shield and place it in the offhand. That way you can use your off hand for torches or other things but still have a quick way to get a shield there in case of trouble.
By default this mod prefers the Tinkers Construct battlesign and if that is not present it will use a vanilla shield. This can be configured.
Maybe future versions of this mod will have more but for now this is it.
Let me know if you have issues
Download: http://mods.curse.com/mc-mods/minecraft/244975-combathelp
Have fun
Does it also work backwards? Press it again with the shield equipped and it places whatever was in the second hand slot back?
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Best way is to remember the hotbar/inventory slot the shield was in, and use some form of indicator (like a blue background) in that slot.Not yet
New release of CombatHelp 1.0.0 (for MC 1.9) with a fix and the ability to remember and restore hotbars easily. See video for demonstration:
Download: http://mods.curse.com/mc-mods/minecraft/244975-combathelp
Have fun!
So does Combat help just quickly switchs a torch from your hand to a sword? if so that is really helpful
When you were teasing this on Reddit I thought this will just be a part of RFTools.Released the first beta of The One Probe. This is a new mod for Minecraft 1.9 that is a more immersive alternative for WAILA. It works like WAILA but you have to hold a probe in your hand before you can see the information (note that this requirement can be disabled in the config).
More information about this mod can be found here: https://github.com/McJty/TheOneProbe/wiki
You can download the mod from Curse: http://mods.curse.com/mc-mods/minecraft/245211-the-one-probe
I also updated McJtyLib, RFTools Dimensions and Deep Resonance have been updated to support this mod.
Have fun!
Keep me informed. I'll definitely want to use it. The textures looked nice on the Shader-fueled preview, but seeing them in game they just look like more boring versions of the bland BC textures.Great, Mekanism has updated but bad news, features new textures from CyanidX. It's gone now from detailed 32x textures to drab 16x textures (which for some bizarre reason, have been resized to 32x).
Sorry, but while I like some of CyanidX's work, these new textures are not an improvement on the originals.
Oh well, time to restore the original textures in my own resource pack.
I'm actually working on a modpack and a resource pack that is based on 32x vanilla textures (and my own work or john smith for mod support). I like most of Vanilla MC textures, but they really could benefit from being 32x.Keep me informed. I'll definitely want to use it. The textures looked nice on the Shader-fueled preview, but seeing them in game they just look like more boring versions of the bland BC textures.
I have to agree with you...Great, Mekanism has updated but bad news, features new textures from CyanidX. It's gone now from detailed 32x textures to drab 16x textures (which for some bizarre reason, have been resized to 32x).
Sorry, but while I like some of CyanidX's work, these new textures are not an improvement on the originals.
Oh well, time to restore the original textures in my own resource pack.