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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth
    Quote from Barteks2x»



    -snip-


    And one for forge mod list (which is even simpler, so I'm considering modifying it to use part of that one above, but I'm also considering using just the cube)


    Simple is good. Looks really nice.
    Posted in: WIP Mods
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    posted a message on Super Secret All New Steelworks Dev Diary

    I wish I'd seen this much sooner. I'm sure that the regulars on your ol' Tinkers Steelworks thread missed you and so have I. I'm surprised no one's said a word on your revamped project. :c Glad to see that you've been around though, Toops.

    Posted in: Mods Discussion
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    FatherToast, or anyone that would know, is there a way to add mod block id's and mod mob id's to the Special AI config? I'd like mobs to target certain blocks and for Imps from Natura to get a bit angry when you try to kill them, and so on.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from FatBobTheSlob»

    -snip-

    For Global config, I don't know if there is one and if there is I don't know how to use it. But, you could just MobPoperties.json, and put all of your values in there, and then delete all mob's configs in the MobProperties folder.


    For x and y coordinates, armours and weapons you can do this:



    </p> <p>{</p> <p>"function": "if_beyond_X",</p> <p>"functions": [</p> <p>And now for the armour down here. By the way, you can use this same "equip" function for weapons too.</p> <p>"function": "equip",</p> <p>"id": "number",</p> <p>The id for the item armour/weapon of course.</p> <p>"override": "true/false",</p> <p>Just a true-false statement. Not needed, but it can override any vanilla armours the mob tries to spawn equipped with.</p> <p>"slot": "0-4", The slot for the mob to equip the armour/weapon with. 0 is hand, 1 is feet, 2 is legs, 3 is chest, and 4 is head.</p> <p>"drop_chance": "0.1"</p> <p>Now, percentage of chance is in decimals. So 0.10 = 10%, 1 = 100% and so on. We'll need to put the numbers in the value for "count".</p> <p>"damage": "30",</p> <p>Not needed, but for the damage/metadata below, you could use something like 1~20 or something like that so it'll randomly be at 1 durability or 20.</p> <p>"item_stats": I'm thinking this is where enchantments go. I have no idea how to apply enchants though, sorry :(</p> <p>]</p> <p>}</p> <p>


    As you noticed though, this can only be done with one number, so it'll go for both x and y, and is basically for distance. its the closest you have for what you want though.


    For bottom, here's this under drops:


    </p> <p>{</p> <p>"drops": [</p> <p>{</p> <p>"function": "remove",</p> <p>This remove function removes any id you want form the mobs drops.</p> <p>"item's id here": "number",</p> <p>"damage": "number"</p> <p>},</p> <p>{</p> <p>"function": "all",</p> <p>The all function is basically the percentage chance this will happen, and this can be used for anything, in the mobs stats, drops, etc.</p> <p>"count": "0.05"</p> <p>So that up there is 5%.</p> <p>"functions": [</p> <p>"function": "add",</p> <p>Add just adds any id you want to the mob's drops.</p> <p>"id": "number",</p> <p>"damage": "number",</p> <p>]</p> <p>


    I hope you've found this useful and understandable. The wiki is probably more useful than I am, so here's its link: http://fathertoast.wikia.com/wiki/Mob_Properties


    EDIT: Please ignore all the

    [ p ]'s and

    [/ p ], this forum editor screwed up everything on here :/ I've uploaded to pastebin for you. http://pastebin.com/KtCS6RVw

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    I haven't used JAS since the new syntax, and I'd like to know I'm using it the right way and/or I'm correctly using it for my purposes. I'm trying to get SpecialMob's Ghast mobs to spawn only during the night in the overworld, when the light level is below 7, and where they can see sky. Because there are many Ghast types I've put them in their own CreatureType, and because I still want them to spawn in the Nether I've added an OR tag to let them spawn.


    Here's the config: http://pastebin.com/SMeVHHRZ


    Hopefully I'm correctly using the syntax.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Wolfcraftian»

    Did you ever find a work around for Railcraft and this not being happy with each other? Still seems to be the case.


    Sorry for taking a while to reply. No, I haven't, because Ex Astris has issues with the new Railcraft version too. Ephys did release a new Tinker's Steelworks version saying its fixed it though.

    Posted in: WIP Mods
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    posted a message on CustomItems - Custom blocks, foods, items, tools, fluids and armor

    Well, I've found an issue with Custom Items and Nether Ores, only appearing after the latest release. I reverted to 1.0.8 and it doesn't crash. This crash happens anytime I mine anything with my pick from TiC in the Nether, with Nether Ores present:


    http://pastebin.com/zDC9pT0K

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    Wow... nicely done. Textures look awesome, by the way.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from ICsMouse»
    what's the max size of a tank?

    I don't think it actually has a max size, and you can build as high as you want for the walls. Its width in blocks MUST be an odd number though.
    Posted in: WIP Mods
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    posted a message on JsonAbles! Time to Tinker!
    Well... support for other mod's metals just got much easier. This plus Custom Items will fit together with each other snuggly. Thanks for this :)
    Posted in: Minecraft Mods
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    posted a message on WIP: ZigZag! (a stylized pack for 1.8 and someday lots o' mods)
    This is the only high def pack I love. Keep up the good work. :D
    Posted in: WIP Resource Pack
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    posted a message on Ex Astris - Mod Compatability for your SkyBlock
    I have a question about some of the mod compatability. I see that in the curseforge changelogs theres something about Ex Astris modifiers on the Tinkers' Armor? I'm curious as to what these do and are, because I'm having trouble finding any documentation on them.
    Posted in: Minecraft Mods
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    posted a message on WhiskyTangoFox's Mods- CaveBiomes (125k+ Downloads!) 1.7.10
    Possibly the ability to make the caves random in any biome? It'd make the game a bit surprising and fun.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Need Mob Griefing Mods!
    Here you go, Father Toast's Mod, Special Mobs. Its in the mod list below: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mob



    You can use the config to let Zombies, and possibly Skeletons(?) destroy nearly any block, and their digging speed. Also, Creeper greifing is possible as well. If you don't want passive mobs turning on you though, you might want to turn that off.
    Posted in: Mods Discussion
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    posted a message on Tinkers' Construct 2
    I have a question about slime islands, and more specifically, King Slime. Is there a set amount of King Slimes that spawn from it, or is it infinite? Also, if the island's slime around the slime pool is destroyed, will that prevent him from spawning? If you remove the slime pool and put it somewhere else, would you also have a chance of him spawning in that area as well?
    Posted in: Minecraft Mods
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