SpaceCore, moved around some stuff.
Useful Pets, new skill + tweak/bugfixes.
Decorative Stuff, updated for new Space Core.
Component Equipment, water walking modifier, bugfixes, and update for new SpaceCore.
Ender Tech, just a recipe tweak. The rest is disabled.
Hookshot -> Wind Waker, added Deku Leaf (unfinished, no recipe).
I really need to test out the new Useful Pets. From what I can see, the new tree looks a lot cooler than the old one. Can you mention what the new skill is or will I have to find it myself?
And I really need to try component equipment. Just to ask, does it just do armor or does it have weapons as well?
I really need to test out the new Useful Pets. From what I can see, the new tree looks a lot cooler than the old one. Can you mention what the new skill is or will I have to find it myself?
And I really need to try component equipment. Just to ask, does it just do armor or does it have weapons as well?
The new skill makes the pet automatically attack any mobs it sees in a 10 block radius of you.
Component Equipment currently does armor, weapons (sword + bow), and tools.
And thanks for noting that. It does look like a nice mod but it probably won't fit well with the mod pack I am working on atm. Pretty much it focuses around Tinkers for weapons and other mods, such as dimensions, for armor with their weapons disabled. I will still look into your mod to see if it can help out more with the armor aspect of it, but I'll have to see how it is with the config and how well it fits later. Either way, I am sure I'll find a place to use it sooner or later =P
Just wondering...
There's a Modjam mod called Elemental that adds some pets that 'levels up'
Maybe you could add some sort of special compatibility with Useful Pets and Elemental
(Battlegear 2 and Larger Inventory and Hotbar do not go well together... My stuff keeps disappearing) Edit: Looks like Inventory Tweaks keybind was mixed up with Battlegear.
Items don't disappear now. However something is still wrong with the Battlegears Hotbar
NEI doesn't seem to like the Larger Inventory mod too.
It doesn't show the extra slots at the right
Just wondering...
There's a Modjam mod called Elemental that adds some pets that 'levels up'
Maybe you could add some sort of special compatibility with Useful Pets and Elemental
Maybe eventually... I'm not sure what there really could be to add though. I'm not giving them special skill trees, that would be a pain.
(Battlegear 2 and Larger Inventory and Hotbar do not go well together... My stuff keeps disappearing) Edit: Looks like Inventory Tweaks keybind was mixed up with Battlegear.
Items don't disappear now. However something is still wrong with the Battlegears Hotbar
NEI doesn't seem to like the Larger Inventory mod too.
It doesn't show the extra slots at the right
Yeah, it really isn't a good idea to use it outside of vanilla.
(Battlegear 2 and Larger Inventory and Hotbar do not go well together... My stuff keeps disappearing) Edit: Looks like Inventory Tweaks keybind was mixed up with Battlegear.
Items don't disappear now. However something is still wrong with the Battlegears Hotbar
NEI doesn't seem to like the Larger Inventory mod too.
It doesn't show the extra slots at the right
Yeah, it really isn't a good idea to use it outside of vanilla.
I guess "vanilla" Minecraft is "okay"
but Shift clicking still need to be fix
It looks like Useful pets just changes the vanilla entity to its modded one. Correct me if I'm wrong.
So if I try using using the wand on the Doggy Talents mod http://www.minecraftforum.net/topic/1650096-
Would that mean that I can't properly use the doggy talent mod right?
Hello space, i was browsing the forums the other day for a tools customization mod, when i remembered component equipment. I also remembered the major bug it had with metallurgy, so i downloaded it and space core, to see if the bug still existed.
It did not, and i'm happy to see that the metallurgy bug has be trounced. I'll be doing a showcase of your mod, hopefully without bugs this time (on my end :P) Hopefully metallurgy support will be soon (doubtful, as it's a ton of ores.)
Hello space, i was browsing the forums the other day for a tools customization mod, when i remembered component equipment. I also remembered the major bug it had with metallurgy, so i downloaded it and space core, to see if the bug still existed.
It did not, and i'm happy to see that the metallurgy bug has be trounced. I'll be doing a showcase of your mod, hopefully without bugs this time (on my end :P) Hopefully metallurgy support will be soon (doubtful, as it's a ton of ores.)
I made the showcase, however due to the bugs i found i made it into a bug showcase of sorts.
...
I actually didn't do anything to fix the Metallurgy stuff. It probably just uses the harvest level of whatever ore has a metadata of 0.
And yeah, I just fixed several of those bugs. I'm not sure why alumite isn't working though, as it uses the same code as the other TConstruct materials (as well as wood, stone, etc.).
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 12/23/13 4:56 PM
Description: Ticking tile entity
java.lang.NoSuchMethodError: net.minecraft.item.Item.func_77640_w()Lnet/minecraft/creativetab/CreativeTabs;
at com.spacechase0.minecraft.spacecore.recipe.RecipeSimplifier.getAliases(RecipeSimplifier.java:234)
at com.spacechase0.minecraft.spacecore.recipe.RecipeSimplifier.getAliases(RecipeSimplifier.java:245)
at com.spacechase0.minecraft.componentequipment.tool.material.OreDictionaryMaterial.getCraftingMaterials(OreDictionaryMaterial.java:21)
at com.spacechase0.minecraft.componentequipment.tool.MaterialData.canRepairWith(MaterialData.java:40)
at com.spacechase0.minecraft.componentequipment.tileentity.ComponentStationTileEntity.updateSlots(ComponentStationTileEntity.java:228)
at com.spacechase0.minecraft.componentequipment.tileentity.ComponentStationTileEntity.func_70316_g(ComponentStationTileEntity.java:21)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Auto fisher is fantastic; I'm no longer going to starve...
But i think you should let others add fishing rods from others mods in a config file; Would it be possible?
Not really... The code is made to specifically override vanilla fishing rods.
SpaceCore, moved around some stuff.
Useful Pets, new skill + tweak/bugfixes.
Decorative Stuff, updated for new Space Core.
Component Equipment, water walking modifier, bugfixes, and update for new SpaceCore.
Ender Tech, just a recipe tweak. The rest is disabled.
Hookshot -> Wind Waker, added Deku Leaf (unfinished, no recipe).
And I really need to try component equipment. Just to ask, does it just do armor or does it have weapons as well?
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
The new skill makes the pet automatically attack any mobs it sees in a 10 block radius of you.
Component Equipment currently does armor, weapons (sword + bow), and tools.
And thanks for noting that. It does look like a nice mod but it probably won't fit well with the mod pack I am working on atm. Pretty much it focuses around Tinkers for weapons and other mods, such as dimensions, for armor with their weapons disabled. I will still look into your mod to see if it can help out more with the armor aspect of it, but I'll have to see how it is with the config and how well it fits later. Either way, I am sure I'll find a place to use it sooner or later =P
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
There's a Modjam mod called Elemental that adds some pets that 'levels up'
Maybe you could add some sort of special compatibility with Useful Pets and Elemental
(Battlegear 2 and Larger Inventory and Hotbar do not go well together... My stuff keeps disappearing)
Edit: Looks like Inventory Tweaks keybind was mixed up with Battlegear.
Items don't disappear now. However something is still wrong with the Battlegears Hotbar
NEI doesn't seem to like the Larger Inventory mod too.
It doesn't show the extra slots at the right
Maybe eventually... I'm not sure what there really could be to add though. I'm not giving them special skill trees, that would be a pain.
Yeah, it really isn't a good idea to use it outside of vanilla.
I guess "vanilla" Minecraft is "okay"
but Shift clicking still need to be fix
It looks like Useful pets just changes the vanilla entity to its modded one. Correct me if I'm wrong.
So if I try using using the wand on the Doggy Talents mod http://www.minecraftforum.net/topic/1650096-
Would that mean that I can't properly use the doggy talent mod right?
It did not, and i'm happy to see that the metallurgy bug has be trounced. I'll be doing a showcase of your mod, hopefully without bugs this time (on my end :P) Hopefully metallurgy support will be soon (doubtful, as it's a ton of ores.)
My main question, what are essences used for?
Pretty good Bug Showcase.
I actually didn't do anything to fix the Metallurgy stuff. It probably just uses the harvest level of whatever ore has a metadata of 0.
And yeah, I just fixed several of those bugs. I'm not sure why alumite isn't working though, as it uses the same code as the other TConstruct materials (as well as wood, stone, etc.).
Something about a simplify from space core, occurs when crafting a pickaxe
I need more information than that, like the log file.
Does this fix it?
Some functions are client-only, and I was using one of them that I didn't expect to be.
I can't convert my Dog from Doggy Talents
using the Useful Pets Mod
Um, no, they have their own entities.
I think DT has a way to convert them back to vanilla wolves, but keep in mind that the skill points will be reset.
Not really... The code is made to specifically override vanilla fishing rods.