This is the greatest idea eveeeeer. UncleMion you should do this or find someone to. It won't change any normal world generation it would add a whole knew dimension, it's genius. Pleeaase make it come to life.
It would still require adding and changing world generation code for that dimension, which I don't want in Gulliver. I would like it if, when I've got the mod code more stable, people can make their own items/Dimensions/Blocks/Critters mods using Gulliver as an API for resizing entities.
I have a great idea! How about adding big blocks! Like big chest and you can only open them if your big?
EDIT: And also big furnaces (can cook faster) and big brewing stands!
I'm not going to add new blocks with Gulliver, but you giant container fans can go create a Big Blocks mod if you really want to
Giant mobs should drop more items on death and vise versa.
You throw further when bigger and vise versa.
Giant mobs drop more xp and vise versa.
Already does those very things.
Potions+:
...
I don't want to add Potions with non-renewable resources as their base ingredient, and the dyes require Lapis.
Wooden swords can be used as a toothpick to get random stuff at max size
Golden armor can be worn at any size.
Queen ghasts have queen fireballs.
- Er... from your teeth?
- Leather armor (or armor of the same durability as Leather) can be worn at any size, you just can't wear the full outfit as a giant.
- What is this "Queen ghast" of which you speak?
Allow tiny/giant enderdragons
I'm not sure that the current enderdragon code will even process potion effects. Also, it would be tricky to resize the dragons since they are made up of multiple entities.
how about mushroom umbrellas, that protect you from {damaging?} rain when you're small?
1/8 scale isn't quite small enough to get damaged by rain, and I'm not keen on using a mushroom as an umbrella, it's an awkward shape.
Though this isn't quite what either of you suggested, how about if (when tiny) you hold a Lily Pad as an umbrella when standing in the rain, but if you're holding one when you're in/on water, it will act as a raft (with appropriate animation) - similar to when you hold Paper in mid-air. Also holding a Lily Pad underwater will make you rise to the surface. Oh yeah, I'm doing this
Has anybody else realised that this mod disables Optifine? It may be in the options, but that doesn't change anything.
If you don't believe me press F3. There is also proof in the picture a page before this one, posted by Ottiemans.
Can't see what I'm talking about?
Optifine says that it is installed and what version it is when it is installed.
I had to use TMI to turn the weather off!
So Optifine STILL isn't compatible.
Yeah, I'm pretty sure nobody saw this, so I'll post it again. The picture by Ottiemans is on page 37.
this is the greatest mod EVER! also i'm not sure if it's been suggested yet, but what if whenever you are really small, you can ride on tamed cat's backs? XD that would be awesome! especially since they chase you when not tamed, so it would be hilarious to muzzle one up and ride it like a boss =p
this is the greatest mod EVER! also i'm not sure if it's been suggested yet, but what if whenever you are really small, you can ride on tamed cat's backs? XD that would be awesome! especially since they chase you when not tamed, so it would be hilarious to muzzle one up and ride it like a boss =p
That Would Be Amazing.
Rollback Post to RevisionRollBack
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me. one click is all that matters
Yeah, I'm pretty sure nobody saw this, so I'll post it again. The picture by Ottiemans is on page 37.
You must not have seen this, but if you go to the post at the very top of page 1, open the section labeled (In)compatibilities, and then scroll down to "Common mods that conflict", Optifine is just a bit over halfway down the list.
Unfortunately, when mods conflict, some of their classes still remain active - this is why Optifine shows up in your game menu, even though it's not able to work properly after Gulliver is installed.
Well, first you get a Brewing Stand, and then follow the Potion recipes, which are currently in the Introduction section of my top post.
The Potions of Embiggening & Ensmallening aren't in TMI (it uses a hard-coded list for Potions), but they do show up in Not Enough Items.
this is the greatest mod EVER! also i'm not sure if it's been suggested yet, but what if whenever you are really small, you can ride on cat's backs? XD that would be awesome! especially since they chase you when not tamed, so it would be hilarious to tame one and ride it like a boss =p
I plan to let players ride on relatively large creatures once I've got the riding positions tweaked some more.
But you'll still need to be careful, since tame Cats will chase you, not just the wild ones
Well, first you get a Brewing Stand, and then follow the Potion recipes, which are currently in the Introduction section of my top post.
The Potions of Embiggening & Ensmallening aren't in TMI (it uses a hard-coded list for Potions), but they do show up in Not Enough Items.
I just download the mod nd I did it manualy and deleted the META-INF and it only allows me to use the supersize potion and when I thow tiny or rnk tiny it crahes my game. What do I do?
What does your %appdata%\.minecraft\ModLoader.txt say?
I think this is what you mean:
Jun 7, 2012 5:38:58 PM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\bin\minecraft.jar
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Zip found.
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 3.0.1.83" from mod_MinecraftForge.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\gulliver.zip
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_keyResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_dyeResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_karmaModeEnabled set to 0
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_basePlayerSize set to 1.0
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_Gulliver 0.7.1 (MC 1.2.5)" from mod_Gulliver.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\portalgun
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: wrongPlace set to 1
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_PortalGun 1.2.5v1" from mod_PortalGun.class
Jun 7, 2012 5:38:59 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v3.0.1.83 Initialized
Jun 7, 2012 5:38:59 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 3.0.1.83"
Jun 7, 2012 5:38:59 PM ModLoader init
FINER: THROW
What does your %appdata%\.minecraft\ModLoader.txt say?
There's already a "gulliver dimension", it's called "size" Well, dimension in the (x,y,z) sense anyway.
A separate mod could do world and structure generation, but I make a point of not changing the world with Gulliver (or adding new Items/Blocks), just adding the possibility of resizing entities and changing how things will work as a result.
I think this is what you mean:
Jun 7, 2012 5:38:58 PM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\bin\minecraft.jar
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Zip found.
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 3.0.1.83" from mod_MinecraftForge.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\gulliver.zip
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_keyResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_dyeResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_karmaModeEnabled set to 0
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_basePlayerSize set to 1.0
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_Gulliver 0.7.1 (MC 1.2.5)" from mod_Gulliver.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\portalgun
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: wrongPlace set to 1
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_PortalGun 1.2.5v1" from mod_PortalGun.class
Jun 7, 2012 5:38:59 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v3.0.1.83 Initialized
Jun 7, 2012 5:38:59 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 3.0.1.83"
Jun 7, 2012 5:38:59 PM ModLoader init
FINER: THROW
Gulliver is not compatible with Forge, I'm afraid. You'll need to go without it until I've got a compatible version together.
EDIT: Also, Gulliver needs to be installed into your minecraft.jar, it won't work if you put it in the "mods" folder.
I am so excited for the forge version! Be sure to put it in the title of the mod so we can all see right when it comes out. One queastion: How do cavespiders treat ensmallened players? Do they bite? Do they ignore? Are they ridable?
Rollback Post to RevisionRollBack
"Victorious war. Oceans of gore. Prizes galore. Beauty ashore."-William Henry Bush
It is compatible with clay soldiers.
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me.
one click is all that matters
That would be a great idea.
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me.
one click is all that matters
EDIT: And also big furnaces (can cook faster) and big brewing stands!
It would still require adding and changing world generation code for that dimension, which I don't want in Gulliver. I would like it if, when I've got the mod code more stable, people can make their own items/Dimensions/Blocks/Critters mods using Gulliver as an API for resizing entities.
I'm not going to add new blocks with Gulliver, but you giant container fans can go create a Big Blocks mod if you really want to
Already does those very things.
I don't want to add Potions with non-renewable resources as their base ingredient, and the dyes require Lapis.
- Er... from your teeth?
- Leather armor (or armor of the same durability as Leather) can be worn at any size, you just can't wear the full outfit as a giant.
- What is this "Queen ghast" of which you speak?
I'm not sure that the current enderdragon code will even process potion effects. Also, it would be tricky to resize the dragons since they are made up of multiple entities.
1/8 scale isn't quite small enough to get damaged by rain, and I'm not keen on using a mushroom as an umbrella, it's an awkward shape.
Though this isn't quite what either of you suggested, how about if (when tiny) you hold a Lily Pad as an umbrella when standing in the rain, but if you're holding one when you're in/on water, it will act as a raft (with appropriate animation) - similar to when you hold Paper in mid-air. Also holding a Lily Pad underwater will make you rise to the surface. Oh yeah, I'm doing this
Yeah, I'm pretty sure nobody saw this, so I'll post it again. The picture by Ottiemans is on page 37.
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me.
one click is all that matters
That Would Be Amazing.
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me.
one click is all that matters
You must not have seen this, but if you go to the post at the very top of page 1, open the section labeled (In)compatibilities, and then scroll down to "Common mods that conflict", Optifine is just a bit over halfway down the list.
Unfortunately, when mods conflict, some of their classes still remain active - this is why Optifine shows up in your game menu, even though it's not able to work properly after Gulliver is installed.
Well, first you get a Brewing Stand, and then follow the Potion recipes, which are currently in the Introduction section of my top post.
The Potions of Embiggening & Ensmallening aren't in TMI (it uses a hard-coded list for Potions), but they do show up in Not Enough Items.
I plan to let players ride on relatively large creatures once I've got the riding positions tweaked some more.
But you'll still need to be careful, since tame Cats will chase you, not just the wild ones
Thank You.
EDIT: Page 41 Get!
This dragon is about 5-6 years old and fully grown, if you want to click on him, it is fine by me.
one click is all that matters
I think this is what you mean:
Jun 7, 2012 5:38:58 PM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\bin\minecraft.jar
Jun 7, 2012 5:38:58 PM ModLoader readFromClassPath
FINER: Zip found.
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 3.0.1.83" from mod_MinecraftForge.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\gulliver.zip
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_keyResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_dyeResizingEnabled set to 1
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_karmaModeEnabled set to 0
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: g_basePlayerSize set to 1.0
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_Gulliver 0.7.1 (MC 1.2.5)" from mod_Gulliver.class
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Sandra\AppData\Roaming\.minecraft\mods\portalgun
Jun 7, 2012 5:38:58 PM ModLoader readFromModFolder
FINER: Directory found.
Jun 7, 2012 5:38:58 PM ModLoader setupProperties
FINER: wrongPlace set to 1
Jun 7, 2012 5:38:58 PM ModLoader addMod
FINE: Mod Initialized: "mod_PortalGun 1.2.5v1" from mod_PortalGun.class
Jun 7, 2012 5:38:59 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v3.0.1.83 Initialized
Jun 7, 2012 5:38:59 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 3.0.1.83"
Jun 7, 2012 5:38:59 PM ModLoader init
FINER: THROW
Well, then a seperate mod.
Gulliver is not compatible with Forge, I'm afraid. You'll need to go without it until I've got a compatible version together.
EDIT: Also, Gulliver needs to be installed into your minecraft.jar, it won't work if you put it in the "mods" folder.