• 0

    posted a message on WTF's Expedition- CaveBiomes, Ores, Trees, and More

    Hello WhiskeyTangoFox. I can't find a config option to disable the generation of slabs in caves. I'm not really fond of the way they look, especially the hardened clay slabs. Does an option for this exist?

    Posted in: Minecraft Mods
  • 0

    posted a message on Techguns - Guns, Worldgen, NPCs, Machines and more
    Quote from Furbyfan11»

    How do I power the machines?


    Any RF machine / power conduit will work. So Thermal Expansion, Buildcraft, Immersive Engineering, EnderIO, MineFactory Reloaded, Railcraft, Extra Utilities, Engineer's Toolbox, Matter Overdrive, Advanced Rocketry, Mariculture, Deep Resonance -- Any of those will give you the right kind of power.

    Posted in: Minecraft Mods
  • 0

    posted a message on Techguns - Guns, Worldgen, NPCs, Machines and more

    Have you considered making your mod open-source? Being able to look at the mod's source directly would make it a lot easier to investigate the nuances of the mod, and I could end up fixing a bug or two for you.


    Related to that question - the reason I wanted to take a peek at the source code is because I've heard Techguns might have some more worldgen I haven't seen so far, but only if some additional mods are installed (and I have no idea which ones). Could you list off all of the mods that provide blocks used in your worldgen?


    Anyway, happy holidays! I love the mod so far and I'm eager to see where you go with it.

    Posted in: Minecraft Mods
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    posted a message on [WIP][1.6.4/1.6.2][SMP/LAN/SP] Shrooms! V0.0.6 - Underground Mushroom Biomes? New Enemies? MUSHROOMS?! YES!
    Quote from Sartharis»

    Alright, here is the link to the source (I'll probably later put it in the main post, but for now I'll leave this here): https://www.mediafire.com/?4v2o4osf0b9unze

    I hav ebad memory of what is needed exactly, so if you guys need more stuff just message me, I'll just add it to this post.

    Yoink.
    Posted in: WIP Mods
  • 0

    posted a message on Oldowan Obsidian

    Fixed a crash-on-launch, sorry about that.

    Posted in: WIP Mods
  • 0

    posted a message on WhiskyTangoFox's Mods- CaveBiomes (125k+ Downloads!) 1.7.10

    Hello, I've been messing around with configuration for WTFOres and I'm just wondering, presently, what's the recommended way to add new overlay textures? Let's say I had lead ore, for example. Where would I put my lead_ore0_16 and etc..? I'm guessing it could probably be done with a resource pack in WTFOres' domain, but that way would be pretty clunky, in more ways than one. I definitely don't want to add to the WTFOres jar, since I'd probably forget about it and then update, breaking my pack. Are there alternative methods?

    Posted in: Minecraft Mods
  • 0

    posted a message on Oldowan Obsidian

    Thanks for reporting the issue. What was going on there is I was checking for the itemstack the player was holding, and then retrieving the item from that... forgetting to check and see if they're actually holding anything at all first. Whoops.

    I've updated the mod, fixing the issue.

    Posted in: WIP Mods
  • 1

    posted a message on Primitive Mobs v1.0c - Last Updated 10/13/14 - 1.10.2 version in the making!
    Quote from Daveyx0»

    Not a lot of progress for this one sadly. Nearing the end of the school year always adds that pressure of the final projects etc etc. On top of that I have to search for work placement.


    About the mod. I would love to update this to 1.8 sometime, but I might start a whole new project this summer.... still thinking about it. I will be back in the summer to create some mob related stuff, but for now I sadly do not have a lot of time on my hands for this stuff.


    "Iwata from Nintendo: Please understand the situation."


    If you would put the mod's source on Github, other people could contribute bugfixes & such.

    Posted in: Minecraft Mods
  • 0

    posted a message on Oldowan Obsidian

    Wielding a macuahuitl in the Nether.


    This is just a tiny mod created, primarily, so I can get back into the flow of Minecraft modding. Well, I say "back" - it's also to get me into the flow of finishing Minecraft mods for the first time.


    The secondary purpose, the one that you actually care about, is to make obsidian in Minecraft act more like obsidian on our planet Earth. As a
    result, it's much, much easier to harvest obsidian - however, this is because obsidian is brittle, so it breaks into a bunch of little shards. Naturally, you don't want these shards to be useless, yeah? So they can be used for a bunch of different purposes, including arrowheads, a recipe by which they can be fused into an Obsidian block using the latent heat and power of blaze powder, and various tools. Yes, obsidian tools. You can smack me, I deserve it. :V


    With obsidian that is more fragile, getting stranded in the Nether is a greater risk - so I have added some worldgen to it: Spires of black gravel, which, when harvested, drops a variety of resources. Importantly, it tends to drop obsidian shards, which you can then work to fuse back into obsidian blocks and find your way home. Some of the rare drops are pretty valuable, so be sure to bring your fortune shovel.


    Tools:


    Macuahuitls



    Obsidian shards needed another use, so a new class of tool has been added - the Macuahuitl. The macuahuitl, developed in real life by ancient central American cultures, is a wooden weapon with razor-sharp obsidian blades embedded in its edges, somewhat like a saw. In Oldowan Obsidian, you can also make a macuahuitl with flint, bone, or diamond blades. Macuahuitls have some unique properties: Unlike swords, you cannot block with them. However, shift-right-clicking allows you to sacrifice some of your own health (half, actually) in return for many positive buffs relevant both to building and to combat. The buffs vary by the material used on the blades. (If this whole cut-yourself-to-please-the-blood-gods thing weirds you out, there's a config option to remove this behaviour and replace it with added knockback and damage to creepers on this weapon.) Lastly, because of their saw-like structure, macuahuitls can also function as axes. This isn't realistic, but it is fun.




    For consistency's sake, I've also added tools constructed from other materials that have been used in (relatively) primitive times in history: bone and flint. While flint doesn't do anything special (other than give me an excuse to disable wooden tools in my pack, hah), bone tools can be a little unsettling. Killing an enemy with a bone tool or macuahuitl has a chance to restore some of its durability. However, any humanoid enemy slain with a bone weapon might find the respite of the grave a short one. Or, if you want an explanation that makes sense for some weird reason: Zombies and villagers have a chance to spawn skeletons when killed with bone tools or weapons. This could be a problem, or it could be a windfall, depending on how badly you need bonemeal.


    Compat:


    Lastly but not leastly I have implemented some Tinker's Construct compatibility. That's part of the reason I made this mod, actually - obsidian as a tool material was too challenging to acquire, compared to how useful it was. So, when TCon has been loaded in your environment, OO's obsidian shards are equivalent to Tinker's Construct obsidian shards.


    Modpacks, videos, etc:


    Do you want to use this mod in a modpack, a video, a stream, or anything along those lines? Great! I don't mind in the least, and you do not need to seek my explicit permission to use this mod in whatever content you want. You already have permission to do whatever the hell you want to with the mod. Go wild, enjoy.


    P.S. it would be neat, if you've put the mod in a pack, to tell me about it - I don't mind if you don't, but it'll make me feel all warm and fuzzy inside if you do.


    Changelog:


    March 17, 2016 - version 0.0.3

    ------------------

    * Fixed a crash on startup / pack launch due to an invalid recipe -- older versions of Forge would accept the recipe, whereas newer ones would crash.


    July 25, 2015 - version 0.0.2

    ------------------

    * Fixed null pointer error when slaying enemies empty-handed.

    * Split some of the longer tooltips into multiple lines.


    April 22, 2015 - version 0.0.1

    ------------------

    * Initial Release


    At present, you can get the mod here.


    Previous versions:

    http://zettabyte.ws/gyro/oldowan-obsidian/oldowanObsidian-0.0.2.jar

    http://zettabyte.ws/gyro/oldowan-obsidian/oldowanObsidian-0.0.1.jar


    The source code is available at https://github.com/NotGyro/OldowanObsidian


    Offer whatever critique you want to, positive and negative. Any feedback helps. Enjoy!

    Posted in: WIP Mods
  • 0

    posted a message on DoggyStyle - Domestic Dog Breeds

    I've got a crash log for you guys already. I'm the fastest null pointer in the west heck yeah. B)


    (full log available at http://pastebin.com/xzf2np1H)



    [06:57:32] [Server thread/ERROR]: Encountered an unexpected exception

    java.lang.NullPointerException

    at com.seiferware.minecraft.doggystyle.utils.ClientProxy.getRand(ClientProxy.java:27) ~[ClientProxy.class:?]

    at com.seiferware.minecraft.doggystyle.DoggyStyle.getRand(DoggyStyle.java:61) ~[DoggyStyle.class:?]

    at com.seiferware.minecraft.doggystyle.skills.DogSkill.generateStat(DogSkill.java:17) ~[DogSkill.class:?]

    at com.seiferware.minecraft.doggystyle.entity.EntityDog.initSkills(EntityDog.java:465) ~[EntityDog.class:?]

    at com.seiferware.minecraft.doggystyle.entity.EntityDog.func_110161_a(EntityDog.java:594) ~[EntityDog.class:?]

    at net.minecraft.world.SpawnerAnimals.func_77191_a(SpawnerAnimals.java:270) ~[aho.class:?]

    at rwg.world.ChunkGeneratorRealistic.func_73153_a(ChunkGeneratorRealistic.java:741) ~[ChunkGeneratorRealistic.class:?]

    at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279) ~[ms.class:?]

    at fastcraft.a.d.a(F:84) ~[fastcraft-1.21.jar:?]

    at fastcraft.Hooks.r(F:137) ~[fastcraft-1.21.jar:?]

    at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055) ~[apx.class:?]

    at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190) ~[ms.class:?]

    at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131) ~[ms.class:?]

    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) ~[ms.class:?]

    at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265) ~[MinecraftServer.class:?]

    at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78) ~[bsx.class:?]

    at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92) ~[bsx.class:?]

    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]

    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]


    Posted in: Minecraft Mods
  • 0

    posted a message on DoggyStyle - Domestic Dog Breeds

    Also, gotta add collies. Collies are adorable.

    Posted in: Minecraft Mods
  • 1

    posted a message on DoggyStyle - Domestic Dog Breeds

    I messed around with this in creative mode a bit. Very nice work with the models and textures! Here's a thought: I spawned a bunch of them and they just seem to mill about. Would it be possible to get multiple dogs in the same area to play with each-other? Would be really cute. I know this might be difficult to show with animation in Minecraft sucking and all that but just having them chase each-other around.


    Also, doggies that roll over.


    Basically, cute stuff will be this mod's strength, I think. Nice work on that so far.

    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Quote from WhiskytangoFox»

    Thanks, I'll grab this when I get a chance. Primarily, I'm just wanting a version of UBC that'll run in my dev environment as a library, I'm not interested in tweaking UBC, but I've got stuff in my mod which relies on UBC stone, and testing it without UBC in the dev env. has been a pain.


    Ahh, neat, sure! It sounds like the deobfuscated environment stuff will end up getting pushed upstream as soon as I can verify that a pull request from me wouldn't break Zeno's development environment by giving him Gradle twice or something equally silly. Also so that I can be sure my reflection fixes weren't actually terrible for some hidden reason I'm not aware of - reflection can be unpredictable.


    Quote from WhiskytangoFox jump

    And speaking of CaveBiomes, I could use some testers for it. The mod's still in Beta, just uploaded a new version which introduces variable height cave floors, but one of the primary features is that it adds stalactites and stalagmites for each and every UBC stone type, not to mention some other features I've been working on.


    Neato, yeah. Where should I toss bug reports? I've got one already so I'll just PM it to you for lack of a bug tracker.

    Posted in: Minecraft Mods
  • 1

    posted a message on Underground Biomes Constructs

    I've been hesitant to do that because I kinda polluted the commit history by adding the asset files and, accidentally, a bunch of Eclipse metadata, heh. Here is the repo though:

    https://github.com/NotGyro/UndergroundBiomesConstructs


    And an example of the design pattern I replaced (it showed up about three times and each time I did the same thing to change it):

    https://github.com/NotGyro/UndergroundBiomesConstructs/commit/3ba309366f6406f49b6013bc6c73f710ce556840#diff-61959589a85b1873355adecf41c88f4aR303



    CaveBiomes: A mod for making caves more interesting- full UBC compatibility.


    Oh hey, neat. I'll give this a look.

    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs

    Ah, neat! Thanks. The reflection changes were basically to rely on the datatype of the variable you're looking for (courtesy of isAssignableFrom()), rather than the obfuscated variable name. This will break if World (and in the other places where I replaced that design pattern) ever has multiple IChunkProvider fields and the first isn't the right one but eh. Obfuscated names will break on update anyway.


    If you could explain the Highlands trick to me I'd like to try to get the same thing working in my development environment. Did you use BON on it? And, sure, I could submit a pull request!


    My one concern for a pull request: The texture rework stuff is all pretty subjective. Little before and after here - http://imgur.com/7WoT0UD,DJPpXBx#0


    The OTHER thing I did was set up a Gradle environment and put it in the git repository. Not sure how your workspace works.


    Quote from Zeno410 jumpThe main opportunity for optimization, I suspect, is getting the ore swapping to work with "proper" procedures. Minecraft terrain generation is a timing nightmare under the hood and I've not been able to with at least a half-dozen different tries. I have this nasty hack in right now and it's probably not efficient.

    Could you perhaps point me at the relevant classes and functions?


    (The ideal way to find "The main opportunity" would be a profiler, although I don't know how hard that would be to get working in a Minecraft Forge environment. Gonna try anyway.)

    Posted in: Minecraft Mods
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