What's new in modded minecraft today?

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Shoeboxam

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I'm curious, can occasional updates to texture packs like Soartex be brought up here as well? I'll also have to see if BevolJ is interested in mentioning changes every once in a while in his mod update videos.

As can be seen here, Soartex is extremely active, a lot of work goes into it on a regular basis:
https://github.com/Soartex-Modded/Modded-1.6.x/commits/master
Chisel and Artifice has been added nearly from the ground up and Tinker's Construct is nearly complete. Many of the core mods (Chisel, RC, BC, IC, TE, TC, TiC, CC, AE, BoP, MFR, Forestry, Factorization, Biblio, etc.) and many more mods have received major work in just the last few weeks.

Unfortunately, the majority of the changes aren't really announced and just quietly get implemented. Some of the changes and updates may be kind of interesting to you folks. ;)
 
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SaintLucifer

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@Shoeboxam

Talking of Soartex changes, may i ask what is going on with this commit and this commit deleting old HD textures and swapping for lower resolution ones or even back to vanilla ones? Or like 75% of the Jabba files that mysteriously got deleted without any notice?
 

epidemia78

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Hmm you guys might have a point, I did think it odd how algorithm acts like rotatable blocks are the most revolutionary thing in minecraft. I might have just fallen for an april fools gag.
 

Shoeboxam

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@Shoeboxam

Talking of Soartex changes, may i ask what is going on with this commit and this commit deleting old HD textures and swapping for lower resolution ones or even back to vanilla ones? Or like 75% of the Jabba files that mysteriously got deleted without any notice?
Red border=deletion; green border=addition
The two commits you linked seem to be Meara's two commits that add to the TiC tool effects. She seems to have made a few revisions as well. Do you mean this commit instead? We try to keep the vanilla textures out of the repository. Sometimes contributors donate resized vanilla textures that we need to remove or a few sneak in as we work. A few extra were tagged by Jaded or Art and a few there were broken in some way, like that firestone ore for instance.
EDIT: Maybe you are referring to the untextured.txt files that list textures that have not been made yet? If a texture is added it is removed from the list.

When it comes to JABBA, it looks like 75% of the textures were removed in this commit. JABBA changed their file format to a leaner system so Art had to rework the textures. :/
 

SaintLucifer

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1 - Here is a example of what i mean by down grading:
silk_pickaxe_effect.png was changed to undefined blob texture silk_pickaxe_effect (1).png

2- As for Jabba, he didn't update to the newest format of the mod, he downgraded to a older version of it, which is no longer used by FTB.

Monster 1.1 (recommended) - Jabba on the last Soartex:

2014-04-01_18.13.38.png

Monster 1.1 (recommended) - Jabba on the older Soartex (pre Butchering):

2014-04-01_18.12.18.png
 
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Jadedcat

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1 - Here is a example of what i mean by down grading:
View attachment 10458 was changed to undefined blob texture View attachment 10459

2- As for Jabba, he didn't update to the newest format of the mod, he downgraded to a older version of it, which is no longer used by FTB.

Monster 1.1 (recommended) - Jabba on the last Soartex:

View attachment 10460

Monster 1.1 (recommended) - Jabba on the older Soartex (pre Butchering):

View attachment 10461


Right now some of the packs are on the older JABBA. THe newer JABBA needs the textures from the latest Soartex. But if you are using the older JABBA it looks weird. Same if you use the old textures on a pack with the new JABBA.[DOUBLEPOST=1396388425][/DOUBLEPOST]
I'm curious, can occasional updates to texture packs like Soartex be brought up here as well? I'll also have to see if BevolJ is interested in mentioning changes every once in a while in his mod update videos.

As can be seen here, Soartex is extremely active, a lot of work goes into it on a regular basis:
https://github.com/Soartex-Modded/Modded-1.6.x/commits/master
Chisel and Artifice has been added nearly from the ground up and Tinker's Construct is nearly complete. Many of the core mods (Chisel, RC, BC, IC, TE, TC, TiC, CC, AE, BoP, MFR, Forestry, Factorization, Biblio, etc.) and many more mods have received major work in just the last few weeks.

Unfortunately, the majority of the changes aren't really announced and just quietly get implemented. Some of the changes and updates may be kind of interesting to you folks. ;)

I do usually tweet on my account and the FTB account when we push an updated Soartex to the launcher... but otherwise people never notice the pretties :(
 
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Shoeboxam

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1 - Here is a example of what i mean by down grading:
View attachment 10458 was changed to undefined blob texture View attachment 10459
Meara made both, she must prefer the second. It looks like she standardized the parts. I heard Art was considering coding up an alternates system (no pressure Art!)

2- As for Jabba, ok he updated to the newest format of the mod, but FTB don't use that version yet, so it become incompatible with the packs released by then.
Versioning patches would be most appropriate, but it would be hard to implement... At any given time, a subset of mods will have formatting either behind an FTB/Technic/ATL pack or ahead of it, and the bar is always changing.

My best answer for this is to use the curated FTB resource packs from Soartex and bugs should be reduced. I can't guarantee support for every mod pack, with different mod versions, at all times. I'm also less inclined to make specific fixes and releases for this bug because within a week or two it will no longer be a problem... in almost all cases, only the textures I make during this time will matter a few weeks from now and the problem (a few missing textures) will fix itself. I can only do so much to assure perfect support when mod developers change their formats!

It would be nice to have someone more directly curate the FTB packs but at this time they are in the hands of scripts as me and other contributors try to fill in missing textures. :p These cases of format changes aren't too common, but they sure are annoying when they happen. I'll tell folks to leave old versions of textures in the repository for a few months while formats change.
 
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SaintLucifer

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Technically the old versions are still there, is just that you need to individually manually copy then from github, since they are no longer within the master file.
 

Shoeboxam

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Technically the old versions are still there, is just that you need to individually manually copy then from github, since they are no longer within the master file.
Mhm, which is definitely less than optimal. I would implement a customizer or versioning just based on the git history, but every commit has a mix of format changes, bug fixes, revisions, new content and alternates. Alts wouldn't work between format changes and bugfixes and revisions would be red herrings.

Each commit to each mod could save off a snapshot version of the mod with a timestamp, but it becomes exponentially more resource intensive the bigger the mod.

Definitely thinking about it though.
 
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Revemohl

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No it would reek havoc with some mods. Many machines are sided with specific inputs and outputs.
And I say yes exactly because of that. You have something that still only outputs from the bottom, but there's no room? No problem, just rotate that thing, like Factorization's barrels. Not that I use them anymore, thank you JABBA
 

NJM1564

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And I say yes exactly because of that. You have something that still only outputs from the bottom, but there's no room? No problem, just rotate that thing, like Factorization's barrels. Not that I use them anymore, thank you JABBA

But it won't work like that. Something that's programed to into output from the bottom can only output from the bottom. You can't just change another mods code like that. All mods are coded differently even if they do much the same thing. One mod has output.down.out another can have out.bottom. They both mean the same thing but are not exchangeable in code. So there can not be any quick easy one shot fix/change them all. Especially since me one knows how all mods are coded.
It's also against Mojang terms of service to modify another mods code with out there permission. The most that mod can do is change the appearance of the mod. Adding code separate from the mods code that changes the appearance. It'll look like it's upside down but won't be. Even if it's bottom is up it'll still output from what was originally the bottom.
 

keybounce

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for the people who haven't yet... be sure to load up a vanilla instance of minecraft today and crank up the sounds and music, and clean your floor before that, as you'll be rolling on your floor laughing your arse off for the rest of the day

Sadly, I went to play vanilla at about 11:30 tonight, just before midnight. But ...

Well, my skin was messed up, but it wasn't a villager skin. Sound effects were normal. This was 164. Do you have to be playing 17x to see the april fools prank?

===

Modded minecraft today: Direwolf was reviewing a great new mod.
Watch on YouTube
 

PhilHibbs

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You can't just change another mods code like that. All mods are coded differently even if they do much the same thing. One mod has output.down.out another can have out.bottom. They both mean the same thing but are not exchangeable in code. So there can not be any quick easy one shot fix/change them all.
I don't know how i-sided inventories work, but the fact that there's a codename for it implies that it's a standard interface, and can therefore be wrapped. When a mod wants to insert something into the side of a block, it has to have a standard method name to call. "There are no problems in computing that cannot be solved by an extra layer of indirection" (apart from the problem of too many layers of indirection)
 

Yusunoha

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It is fairly terrible for mini-games. My friend and I went to MCSG and the Hive today, and the sounds and skin-stuff just made playing some Survival Games impossible. It was fairly stupid. I think April's Fools jokes shouldn't affect the game whatsoever, but they did this time. Terrible.

just remember, each april fools joke has a victim

I'm curious, can occasional updates to texture packs like Soartex be brought up here as well? I'll also have to see if BevolJ is interested in mentioning changes every once in a while in his mod update videos.

As can be seen here, Soartex is extremely active, a lot of work goes into it on a regular basis:
https://github.com/Soartex-Modded/Modded-1.6.x/commits/master
Chisel and Artifice has been added nearly from the ground up and Tinker's Construct is nearly complete. Many of the core mods (Chisel, RC, BC, IC, TE, TC, TiC, CC, AE, BoP, MFR, Forestry, Factorization, Biblio, etc.) and many more mods have received major work in just the last few weeks.

Unfortunately, the majority of the changes aren't really announced and just quietly get implemented. Some of the changes and updates may be kind of interesting to you folks. ;)

you're free to report any updates for the Soartex texturepack, as it concerns the modded minecraft community.
like I mentioned before, anyone is free to contribute to this community effort if it concerns the modded minecraft community, and texturepacks are one of the things you can report if you want to

Sadly, I went to play vanilla at about 11:30 tonight, just before midnight. But ...

Well, my skin was messed up, but it wasn't a villager skin. Sound effects were normal. This was 164. Do you have to be playing 17x to see the april fools prank?

it happened on 1.6 aswell, though you probably would get more effects in 1.7
 

Yusunoha

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Jul 29, 2019
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new day, new update, starting with @dan200 and ComputerCraft
dan200 said:
Hey all,
With an update as large as ComputerCraft 1.6, it was inevitable that a few bugs would slip through testing. This update addresses those. Specifically: it fixes cases of Computers not rebooting on Server restart, and of new Computers with different IDs all sharing the same folder structure. Enjoy!
Downloads:
ComputerCraft 1.61 requires Minecraft version 1.6.4 with an up to date version of Minecraft Forge installed. Once you have Forge, drop the files into your /mods/ directory, and launch Minecraft.

and Project Red
Project Red said:
4.3.6 build #31
  • ADDED: Firewall pipe
  • ADDED: Complex routing
  • ADDED: Redstone piping
  • FIX: Broadcasters using ore dictionary to provide
  • FIX: Crash on requesting
  • FIX: Rare crash on block render
4.3.7 build #32
  • FIX: Startup crash
 

NJM1564

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Jul 29, 2019
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I don't know how i-sided inventories work, but the fact that there's a codename for it implies that it's a standard interface, and can therefore be wrapped. When a mod wants to insert something into the side of a block, it has to have a standard method name to call. "There are no problems in computing that cannot be solved by an extra layer of indirection" (apart from the problem of too many layers of indirection)

Nope not standard. Not a universal standard at least. It's a general system. I believe. Anything can get pumped in and out from all sides. But the items will end up in any slot that exists. Makes it useless for anything complex even a furnace. Unless you wanted to try burning iron ore to smelt coal. :p