Ram6 I wrote: Just a quick question (this is really cool though) but would it be useful to also have these books in elevn ruins I suppose that have for example the grammar of it in them? As I think it wouldn't be too surprising if they would have some language books in here. (I was going to say this for the Drúedain but I remembered it would be weird forthem to have this)
And besides that, I guess just practically events that have literally happened in the Silmarillion and the Hobbit can aslo be put in a book?
And ofcourse we can tell nothing of what happened in LOTR because tthat didn't happen, I presume and hope :)
If this is going to happen, and people still want to use any of the conlangs I've created, just prod Ithilion into texting me, and I'll see what I can do.
I'd send him a build-yourself gulag, to send all his worries away.
To put it as succinctly as possible, customisability of the GUI in the LotRmod is a necessary feature?
In your case, due to overlapping, though that would be easily fixed, I'm fairly sure.
Though, in terms of actually editing the GUI, I entirely agree that getting it just right for you is incredibly hard unless you can change the whole mechanism running it - such as the GUI.
Direranger50 wrote: Try looking in your controls. There is a pick block button, and if you have sand on you it will bocome selected if you look at it and push that button.
I would've deemed it unlikely to be a problem reported from the creative mode, but it's certainly a possibility.
Much more likely to be a different mod, though.
Herowl wrote:
Minecraftmage113 wrote: Could this whitelist mods as well? meaning make it so you can only use say
fastcraft
lotr
lotr nei alpha
nei
waila
journeymap
optifine
(Just lotr mod and some common client-side mods)so then if anyone has a mod outside those they wouldn't be able to join?
I opened the cheating essentials mod with 7-zip and found that it does not contain a mcmod.info file (unlike lotr). I think that information is in one of the class files, making it nearly impossible for the average user to edit.
Not really. You can't enter a server without having the mod installed... And regular hacked clients do not work with forge. However, the mod everyone here is talking about is a forge mod, so it can be used along with the LotR mod. One can edit LotR mod as well, so it has some hacks in...
Well, yes, but assuming the hack itself works with Forge, and all you're doing is changing the name of it in the files, you're not really changing much.
In terms of the other types of hacks, yes, but I was talking in terms of the edited names of mods like CheatingEssentials.
NastyKiller168 wrote:
Minecraftmage113 wrote: Could this whitelist mods as well? meaning make it so you can only use say
fastcraft
lotr
lotr nei alpha
nei
waila
journeymap
optifine
(Just lotr mod and some common client-side mods)so then if anyone has a mod outside those they wouldn't be able to join?
I opened the cheating essentials mod with 7-zip and found that it does not contain a mcmod.info file (unlike lotr). I think that information is in one of the class files, making it nearly impossible for the average user to edit.
Wouldn't that crash your game though? Even if the server let you in, surely something would go wrong when you encounter a block/entity from a mod you don't have installed because you're so sad you need to hack minecraft?
Having separate mods and editing the names of the mods you have are different things.
MilkMC wrote: Maltalidenta Kwuitidherali wrote: ...Though we aren't really talking about the average user...
I meant average in terms of there technical skills. It takes no additional knowledge to add a mod to your client, but changing the code of a mod is much more complicated, in terms of the knowledge required to do so.
Oh, aye, fair enough in that, though it's not particularly hard to just find one online that'll say "ForgeEssentials" rather than "CheatingEssentials", for example.
MilkMC wrote:
Minecraftmage113 wrote: Could this whitelist mods as well? meaning make it so you can only use say
fastcraft
lotr
lotr nei alpha
nei
waila
journeymap
optifine
(Just lotr mod and some common client-side mods)so then if anyone has a mod outside those they wouldn't be able to join?
Yes, you could use a whitelist, but there would be nothing to prevent the Mod Id being changed to one of the whitelisted mods.
I opened the cheating essentials mod with 7-zip and found that it does not contain a mcmod.info file (unlike lotr). I think that information is in one of the class files, making it nearly impossible for the average user to edit.
Though we aren't really talking about the average user, generally.
You change your username, and then edit the stuff and join a new server, and no one is any the wiser until you get found out, by which point you move on again.
Minecraftmage113 wrote:
Minecraftmage113 wrote:
Minecraftmage113 wrote:
Minecraftmage113 wrote:
also, with you saying theoretical, does this mean that no ones ever tested it?
i didn't mean sinth specifically
Which is why he was a passing reference at the end.
Minecraftmage113 wrote:
Minecraftmage113 wrote:
Minecraftmage113 wrote:
also, with you saying theoretical, does this mean that no ones ever tested it?
how so? just bring up a server with the unedited mod, launch a client with the edited one, go on the server and try to do whatever it is you are testing for
That's a good amount of effort. You're talking about people who, on the whole, don't really have the time to do much more than code in features to add incredibly minor things for people's enjoyment - or in the case of Sinth, I don't believe ever go on the mod that much at all.
Minecraftmage113 wrote:
Minecraftmage113 wrote:
also, with you saying theoretical, does this mean that no ones ever tested it?
eh, i would have assumed someone would have gotten this tested to see just what it could make possible so they knew what to watch out for
It's a little hard to test.
Minecraftmage113 wrote:
yeah....... how would one go about editing the mod itself though? the most i've ever gotten is directly editing the mods textures through winrar and gimp.
also, with you saying theoretical, does this mean that no ones ever tested it?
Clearly him testing it would be directly cheating, so unless he had his own dedicated server, or was asked to, I highly doubt him doing so.
ChazmanianDevil wrote:
Legoarmy505 wrote: Even the wiki colours are communist! Hail Marx!
WAIT are we socialist or communist...
COMMUNIST.
Anyone who understands Marxism would also understand the complete irony of calling this communist...
We're socialist, at this state.
Esquire Mortimer Leclerc, Master Brewer wrote: I have an option which would act to limit the amount of pointless suggestions:
A "Vote to close this discussion" button. This would act in the same way as the kudos, after reaching a certain threshhold, the discussion is automatically moved to the archives.
Please note that I am no specialist and have now idea how this can be be implimented, if at all. I wish only to help relieve the mod team from their task of reading every suggestion through. I believe that the community can be trusted to use a feature such as this responsibly.
Someone could start it, with a pre-organised message format, and the kudos count as the votes of no confidence.
S'moregoth wrote:
S'moregoth wrote:
With humble respect-
M. Leclerc.
The more I think about it, the more this change makes sense, however - and feel free to take this with a grain of salt, but a spoonful of sugar would be appreciated - I think, that instead of barring people from making suggestions on some of the subjects you restricted in these changes, you elaborate more on the definitions of concrete, specific, and well thought out.
Yes, I realize that some people would still post things that are not helpful, but I think that those honest people who would be posting what may look like useful stuff to them, but isn't to you, would be deterred a little bit, or at least forced to rethink their suggestions in a good way.
Thank you for understanding. Sorry for copying you.
I mean, it's an obvious idea, without much to really copy, so I don't really consider it part of any intellectual portfolio.
S'moregoth wrote:
With humble respect-
M. Leclerc.
I agree with you, but to an extent. You are correct in saying that, "There is no sense or logic in barring the community from making adequate and informed suggestions." However, making adaquate and informed suggestions is what we want, but often times, not what the Mods get.
The more I think about it, the more this change makes sense, however - and feel free to take this with a grain of salt, but a spoonful of sugar would be appreciated - I think, that instead of barring people from making suggestions on some of the subjects you restricted in these changes, you elaborate more on the definitions of concrete, specific, and well thought out.
Yes, I realize that some people would still post things that are not helpful, but I think that those honest people who would be posting what may look like useful stuff to them, but isn't to you, would be deterred a little bit, or at least forced to rethink their suggestions in a good way.
That was, generally, the purpose of my own first post, so I'm with you all the way on that one.
Esquire Mortimer Leclerc, Master Brewer wrote: But this could simply come as an encouragement to focus your foughts to improvement rather than de-facto banning any other suggestion.
What's the use of the suggestions that aren't useful?
Esquire Mortimer Leclerc, Master Brewer wrote: I simply must protest. There is no sense or logic in barring the community from making adequate and informed suggestions. None at all. I appreciate the amount of work that has to be done for the development of the mod. I will never be able to fully comprehend it, but imagine it is truly daunting and monumental. Regardless of this, I have, in the short amount of time that I have actively followed this wiki, found some magnificent suggestions, elaborate, detailed and certainly attractive which would contradict the rule quoted above. After all, the suggestions are in no way binding- this has been made crystal clear- they can act only as inspiration or "advice" to Mevans. So why would it be necessary to restrict them so? Boundless as the development team's intellect is (this is no sarcasm or innuendo), some additional creative thought can never be unwelcome! Please, if I am missing a large point here, do show me which. Justify these measures.
With humble respect-
M. Leclerc.
Personally, I fail to see how these measures do anything more than focus creativity upon areas where it's more necessary, and increase the general usefulness of them to the extent that they'll probably in turn be more noticed by the mod team (with a bit of luck).
S'moregoth wrote: Were you saying that it was NOT okay to post suggestions on Lore compatible, but non-mentioned food items?
"Any animal, plant or food item that is not specifically mentioned in lore but that can be considered a possible addition because it is known to mankind on earth and it does not contradict lore."
Unless it doesn't actually exist in the real world, yes.
AlteOgre wrote:
Good question and not unexpected. :)
How would you propose to narrow that down?
Short of specifying examples, I guess you could specify certain elements, such as requiring some actual element of how the coding would progress, textures, etc.
Otherwise, the predicament as to phrasing is entirely understandable.