I’ve been lazy busy! I tend to just update CurseForge when I do have the time. You can find the list of my mods on CurseForge here.
Home to multiple minecraft mods including PortalGun, GravityGun, and Morph!
I’ve been lazy busy! I tend to just update CurseForge when I do have the time. You can find the list of my mods on CurseForge here.
iChunUtil:
6.3.2
– Properly implement some shader stuff to improve performance.
– Fix accidental double-spawning of particles which was causing some crashing issues with other mods (and vanilla) when breaking blocks.
– Fix being unable to use items when a world portal was rendering in first person.
– Fix weird rendering when holding two dual handed items whilst rendering a world portal in first person.
– Fix EULA alert never showing up in obfuscated environment.
– Fix World Portals kicking clients off the server when a non-player entity went into it.
6.3.1
– Fixed server crashing with World Portals
– Updated render code to match 1.10.2’s. Might reduce some rendering artifacts of World Portals
Portal Gun:
– Fix being unable to turn off Fancy Portals config.
– Fix crash when a block next to a portal changes whilst the portal is being placed.
– Fix fancy portal “aura” overlapping with another portal causing the overlapped area to show the block behind the portal.
– Fix changing to an empty hand whilst grabbing a block/entity allowing the entity to remain grabbed.
– Fix “moving portal” render when camera is in third person facing the player.
– Fix portals not pairing properly when on dedicated servers.
– Fancy portal “aura” only renders if MC’s graphics are set to fancy, with PG’s configs set to fancy portals as well.
– Properly set the uniform fields in the shader which may have been causing the green/black/invalidly-open portals. #BlameAma
– Portal Guns given via command (or similar) will now have NBT tags assigned when the player first tries to use it.
– Ender Pearl dust is now properly localized.
– Miniature black hole item now renders with glint.
Gravity Gun:
– Fix changing to an empty hand whilst grabbing a block/entity allowing the entity to remain grabbed.
– Fix fixing a bug in iChunUtil causing another bug.
Bee Barker, Trail Mix, Torched:
– Fix fixing a bug in iChunUtil causing another bug.
Heyo!
I’ve been rushing like crazy to try and get this release out, and it’s 20 minutes to midnight and I was supposed to pop out like 10 minutes ago.
Anyways, Portal Gun’s now available for Minecraft 1.10.2. Requires iChunUtil 6.3.0. Get it here. I’ll write more later.
HOWEVER: Do note that although released, there are still many changes and alterations and known issues that I’ll have to address as time comes. Notable: Portal rendering can be finicky at times and flicker. You can’t grab entities through portals. You can’t shoot portals through iron grills. You can’t (I don’t know, I didn’t try) use portals over long distances (yet!). Having a new pair of portals can occasionally lag the client (badly!). Lacking a lot of particles and effects.
Recipe for the moment is as in the old mod, still subject to change. Portal projectile render may or may not be final.
Again though, like I said, gotta run, I’ll write later! Discussion (issue reports, suggestions, anything in general) over here on Reddit!
Cheers!
– iChun
EDIT: I feel the need to add that the mod is very much so still a WIP. A lot of issues need to be ironed out and I feel that this release actually isn’t up to my typical standard, but I’ve been targeting a release for PG today for over a month now and here it is. So for now, enjoy.
EDIT2: The mod is crashing on dedicated servers! My bad! I’ll fix it tomorrow.
iChunUtil:
– Item models makes a return, with much difficulty.
– Reimplement several helper methods.
– Add two-handed item handling, for use of several mods.
– Fix improper month check causing events to occur a month late.
– Fix patron effects locking if changed too rapidly.
– Fix improper rendering of the EntityBlock entity.
All Others:
– Updated for Minecraft 1.10.2.
– Now require Java 8+.
– Primary Items in each mod are now two-handed items.
Back Tools:
– Fixed lighting issues in the world and in the GUI caused by rendering a back tool.
Happy birthday Portal Gun! It was six years ago today that I released the first ever version of the Portal Gun mod for Minecraft 1.3_03 beta, and man, time has has passed. Sadly, Portal Gun has not had an update for over year now, and is not on the latest version of (modable) Minecraft. That is actually partially the reason I’m writing this post.
I first wrote Portal Gun in my last year of high school. Back then I had a lot of free time. Over time I released more and more mods to the point that I’ve lost count on how many I’ve even made. I’ve gone through college, and I’ve midway through university now. Many thought, with my history and experience with photo editing, various scripting languages and Minecraft modding, I would have gone into Computer Science or a computing field.
I did not.
I went into medicine. And if you didn’t know, medicine is a really long course, and a tough one at that. It ranges from four to six years and I’m only just a bit more than halfway to a medical degree now. Understandably so, my free time began to lessen as time went by. More time had to be allocated to working towards my degree and less time for other things such as Minecraft modding. Even now as I write this I think about several case write ups I have to prepare after this post. I won’t bore you with the details but I can assure you I am happy where I am now.
Anyways, my point is, I can’t mod as much as I used to. I still want to, but my lack of free time limits me from doing so. I do have every intention of updating my mods to the latest modable Minecraft version when I can, but that’ll be a slow process. If, on the mod page, it does not state that the mod has been discontinued, I will at my best ability, try to update it whenever possible.
Why don’t I give them to someone else to update? People have offered. People have also tried to do so themselves. But I have declined them. My mods, my work, they all have a very special meaning to me. They have brought me much joy (and frustration), connected me with some of my bestest of friends from all around the world, gained me people that I know I can trust in a heartbeat. To hand them over to someone else would be, to me, admitting defeat. I have, however, stated that if I finally decide to hang up my hat, I will release the sources for all my mods. But until then, I will handle updating them when I can.
That’s really all I have to say at this time. Now, back to those case write ups.
Cheers!
– iChun
– Fixed issues caused by thread collisions between the network thread and the main thread, causing crashes in both iChunUtil and other mods (such as IC2)
– Fixed being unable to craft the compact porkchop on dedicated servers.
– Several adjustments to iChunUtil’s EntityBlock, including events and API changes. Currently unused by any mod AFAIK.
– Change Compact Porkchop’s registered name to conform to Minecraft’s asset naming convention.
– Large code cleanup and refactor. Java 8 is used code-wise as well now and now becomes a hard requirement.
Hey all,
So, I ran a poll for a couple of days on Twitter, and it turns out most of you hadn’t even heard of Blocksteps. This isn’t primarily the reason why I’m discontinuing this mod, though.
Blocksteps was, you could say, an experiment. It was an experiment I did over a couple of livestreams, and people liked how it looked. Performance-wise, though, it didn’t run as well as it could, and the impact / benefit ratio of this was very high. I told those watching the livestream at the time this, but they voted for me to finish it off and release it as a mini-map.
All that, coupled with the fact that I don’t really have that much time anymore to even be working on my mods, I felt that it would be better if I spent the time I could be using to update this mod, to work on other mods of mine.
Blocksteps was a fun little an experiment and I learned loads from it, some of which I’ll actually be using for Portal Gun. If you’d like to peek at the code (or even update it yourself?), the source code can be found here.
But yeah, that’s it for now. Till my next mod, eh?
Cheers!
iChun
– Fixed bugs with EntityLatchedRenderer
– Added Angelic as a Patron effect
– Added new Easter Egg
– Structural code changes
Okay, for real now, no more modding until Jan 2017.
Okay, before I write the changelog for these mods, let me explain why it has taken this long to update them.
A long while back, I realised iChunUtil was a big mess of code and chose to rewrote it. However, because of its size, it took quite a while working on it and eventually I got burnt out working on it. I had a lot of plans for the rewrite, and then life gets in the way, and as a result, this rewrite is not 100% done. It is still missing quite a significant amount of code and the other mods updated today are the few mods that could be updated with what code was already in there.
Unfortunately I would have to say that life is, once again, getting in the way, so this will be my last update for 1.10.2 until January 2017. Don’t fret though, I will update my mods eventually. Time flies, so I’ll be back at it in no time.
Till next time though!
Cheers!
-iChun
iChunUtil-dependent mods released for 1.10.2 or later: 7/22
All mods – 6.0.0
– Updated to MC 1.10.2
– Updated to conform to Forge’s new mod id requirements.
– Code cleanup
iChunUtil
– Rewrote mod from scratch, with large code optimization and (hopefully) performance improvements.
– Improved management of many multi-mod functions.
– Improved version bounds to prevent accidental use of iChunUtil-dependent mods for other MC versions.
Guilt Trip
– Removed bossKills config as it is no longer possible to easily detect Boss Entities in MC.
Mob Amputation
– Fixed crashing when gibbing with Fishing Rods.
Picture-in-Picture (PiP)
– Improved memory use when multiple PiPs are present.
Streak
– Heavily optimized rendering code.
Better Than Bunnies – 1.1.0
– Brand new model, courtesy of RazzleberryFox.
– Brand new configs.
– Each bunny now will be randomly weighted for outfit parts. (Configurable)
– Each bunny will have a randomly allocated colour for their outfit.
– Bunny ears actually stick out of their hats now.
Ding – 1.0.1
– Update to conform to Forge’s new mod ID requirements
– Make use of Forge’s config getters which did not exist when the mod was created
– Error logging to the console if the mod cannot find the sound specified
– Fixed In-World Ding not working if playing on single player and the game pauses
Death Counter – 1.0.0, Limited Lives – 1.0.1
– Update to 1.11
– Update to conform to Forge’s new mod ID requirements
– General code cleanup
Googly Eyes Mod Page – Link