- Mark719
- Curse Premium
-
Member for 12 years, 1 month, and 10 days
Last active Wed, Apr, 17 2024 11:39:09
- 18 Followers
- 1,126 Total Posts
- 311 Thanks
-
1
Choonster posted a message on How do I use multiple items/blocks in 1 recipe?One way would be to add them to the ore dictionary with a unique ore name and then use a ShapedOreRecipe with that name.Posted in: Modification Development -
1
NintendoOkamiFan posted a message on Drowning Overhaul - Water got a whole lot more dangerous!I love this mod! Anything to make the game harder is great in my opinion!Posted in: Minecraft Mods -
1
IStoleThePies posted a message on Drowning Overhaul - Water got a whole lot more dangerous!This should already be in minecraft.Posted in: Minecraft Mods -
1
NeuroVoid posted a message on Drowning Overhaul - Water got a whole lot more dangerous!Are you going to add more to the mod? I.e. Swimming in water in the tundra biome would render you to swim slower? Which should be more difficult to survive if you so happened to fall in the water (prolonging your death). And swimming in swamp water would decrease the air bubbles by 1.5x as fast.Posted in: Minecraft Mods
Otherwise, interesting little mod to add a hardcore pack. -
1
kiou23 posted a message on Drowning Overhaul - Water got a whole lot more dangerous!I think this will be in the Feed "The Best blood N' Bones" ModpackPosted in: Minecraft Mods -
1
Makintosh posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Please add back the unicorns!Posted in: Minecraft Mods -
1
Darkhax posted a message on 1.6.4 Forge - Making a tool not take any damage when used?Well you could always override certain aspects of the tool.Posted in: Modification Development
As taken from the sword class.
public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLivingBase, EntityLivingBase par3EntityLivingBase) { par1ItemStack.damageItem(1, par3EntityLivingBase); return true; }
changing that to
public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLivingBase, EntityLivingBase par3EntityLivingBase) { return true; }
would make it so the sword would not take item damage when used when hitting a block. You would need to do similar code for all the tools and armour. -
1
Zaerosz posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft Mods
1. The original poster was referring to the possibility of splitting the food crops into a separate file from the magical crops, so that it would be possible, should one feel the need, to play with one but not the other.Quote from Ayvaz
it's been alredy done there are alot of non magical food crops that i have encountered when breaking grass and for some reason theese crops randomly drop in the ground(somehow) and lagg my entire minecraft so is there any way to disable the normal crops part even the blocks part maybe..(i just wanna use the Ore crops only thats all)
Is it intended that they can't be automated by minefactory reloaded ?i haven't tried forestry yet but i wanna try it too i really wanna automate them can you add compatability if not alredy presend ?
2. MFR compatibility was formerly a thing, but an update to MFR broke it, and it hasn't yet been fully reimplemented. In the latest MFR changelog it's stated that the compatibility is now on this mod's end of the deal, so it will likely be back in 3.1.7 or 3.1.8. Alternatively, if you go back a few pages I believe someone developed a quick patch to enable compatibility between the two mods. -
3
Toffie_of_Truth posted a message on Override block break sound? [FORGE]For the 'break' sound of a block, RenderGlobal.playAuxSFX uses block.stepSound.getBreakSound()Posted in: Modification Development
So if you have something like this for your Block instantiation:
public static Block myBlock = new BlockClass(blockId);
You would need to add .setStepSound with a new StepSound specifying the name of your sound.
new BlockClass(blockId).setStepSound(new StepSound("myblocksound", 1.0f, 1.0f)); // Float arguments are volume and pitch respectively
When an entity walks/lands on your block, or a player digs the block, it will play "step.myblocksound".
When the player removes the block, it will play the sound "dig.myblocksound".
For the 'place' sound, the ItemBlock/ItemReed/ItemSlab classes use stepSound.getPlaceSound(), which usually also returns "dig.(soundname)". You can use a custom Item class for your block to override this.
If you want to use a sound that already exists and is not prefixed with "dig." or "step.", you will need to make a class that extends StepSound and overrides getBreakSound() and getStepSound() to return the proper sound.
Example StepSound class:
import net.minecraft.block.StepSound; public class UnprefixedStepSound extends StepSound { public final String breakSoundName, placeSoundName; public UnprefixedStepSound(String stepSound, String breakSound, String placeSound, float volume, float pitch) { super(stepSound, volume, pitch); this.breakSoundName = breakSound; this.placeSoundName = placeSound; } @Override public String getBreakSound() { return this.breakSoundName; } @Override public String getStepSound() { return this.stepSoundName; } @Override public String getPlaceSound() { return this.placeSoundName; } }
Then for your Block instantiation:
new BlockClass(blockId).setStepSound(new UnprefixedStepSound("mob.ghast.moan", "mob.wolf.bark", "mob.chicken.hurt", 1.0f, 1.0f)); // Should play ghast idle sound when walked upon, wolf bark when broken, and chicken hurt sound when placed.
Note that you can also call .setStepSound on an already initialized block.
Block.blockClay.setStepSound(new UnprefixedStepSound("mob.ghast.moan", "mob.wolf.bark", "mob.chicken.hurt", 1.0f, 1.0f));
-
1
MindKrafter posted a message on Minecraft mod language packs? [FORGE]It's even easier than _bau5 suggested, with the latest forge versions.Posted in: Modification Development
All you need to do is create a "lang" folder in your mods assets file (the same place you add your textures) and then drop your language files in there.
You will need to remove all of the language registry code from your mod file, as all the names will be taken directly from the language file.
If you just have an "en_US.lang" file in your folder, then those names will be used regardless of the language selected.
However if you also add in another language file, say "es_ES" then the names will be taken from that file if that language is selected.
You can find a nice little tutorial here that covers everything you need to know, including how to setup the language file. - To post a comment, please login.
1
Magical Crops 4 has gone modular, this means you can mix and match parts of the mod you want and don't without going through hundreds of config options.
Magical Crops 4.0.0: Core:
http://minecraft.curseforge.com/mc-mods/232150-magical-crops-core
Description: Give you the standard base mod, grow, harvest and craft resources, with some extras like furnaces.
Magical Crops 4.0.0: Armoury:
http://minecraft.curseforge.com/mc-mods/232149-magical-crops-armoury
Description: Adds Accio, Crucio, Imperio and Zivicio armour, weapons and tools. Requires Magical Crops 4: Core.
Magical Crops 4.0.0: Decorative:
http://minecraft.curseforge.com/mc-mods/232182-magical-crops-decorative
Description: Adds all decorative blocks which can be made from essence. Requires Magical Crops 4: Core.
These won't be compatible with older Magical Crops 4 versions and lower.
1
http://www.curse.com/mc-mods/minecraft/228834-magical-crops#t1:screenshots
5
You have just shown everyone the reason of why I added configs to disable crops/seeds people don't like, why so angry... it's a mod, nobody here is forcing you to use it.
1
I'm currently looking into it, but if you want a temp fix just go into the configs and change crops replant themselves to false, the farming stations should now work again.
2
Magical Crops 4 public BETA 2 is available here: http://minecraft.curseforge.com/mc-mods/228834-magical-crops/files
198
Magical Crops is mod that changes the way you gather and get resources, if you are bored of mining this is a perfect way of keeping your resources high, you can grow most Vanilla items and ores such as Iron ore, Lapis Lazuli and Bones. Also grow many types of mod ores/items, such as Copper, Tin, Lead and Certus Quartz.
What can you grow with Magical Crops?
Vanilla - Coal, Redstone, Glowstone, Iron, Gold, Lapis Lazuli, Diamond, Emerald, Wither Skulls, All dyes, Monster head, Bones, String, Leather, Blaze rods, Slime balls, Obsidian, Ender Pearls, End Stone, Experience, Nether warts, Nether Brick, Netherrack, Quartz, Dirt, Cobblestone, Sand, Feathers and possibly a few more that I may of missed.
Mod Compatibility - Copper, Tin, Silver, Lead, Certus Quartz, Sapphire, Ruby, Peridot, Aluminium, Force, Cobalt, Ardite, Nickel(Ferrous), Platinum, Thaumcraft Shards, Uranium, Rubber, Vinteum, Blue Topaz, Chimerite, Moonstone, Sunstone, Iridium, Yellorite, Osmium, Manganese, Sulfur, Dark Iron.
Food - Tomato, Corn, Strawberry, Blueberry, Raspberry, Blackberry, Cucumber, Grape, Chili, Potato and Carrot.
Older Versions:
Compatible with Minecraft 1.6.4 and latest forge found here.
Magical_Crops_1.6.4_3.2.0_BETA_15a.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953
Change log: http://pastebin.com/hAQCZLEH
Magical_Crops_1.6.4_3.1.6.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953
Change log: http://magicalcrops....change-log.html
Magical_Crops_1.6.4_3.1.5.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953
Change log: http://magicalcrops....-changelog.html
Magical_Crops_1.6.4_3.1.4.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953
Change log: http://magicalcrops....-changelog.html
Magical_Crops_1.6.4_3.1.3.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953 (Mod Crops)
Magical_Crops_1.6.4_3.0.8.zip(*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953 & (Thaumcraft Golem Support)
Magical_Crops_1.6.4_3.0.7 (*)
Compatible with Minecraft 1.6.4 and Forge 9.11.1.953
Magical_Crops_1.6.2_3.0.6 (*)
Compatible with Minecraft 1.6.2 and Forge 9.10.0.804
Magical_Crops_1.5.2_3.0.6 (*)
Compatible with Minecraft 1.5.2 and Forge 7.8.0.710
Supporting Magical Crops
Really like this mod? Wondering how you can support me as a developer to keep updating and making new mods? There are a few ways of supporting for anyone.
Patreon - This is a site that is made to support people like me, using this site you can pledge an amof money which is your choice per month to show your support, depending on how much you support there are rewards including access to BETA builds of Magical Crops! http://Patreon.com/Mark719
Paypal Donation - This you most likely have already heard of and done before, a simple donation to my PayPal account can really help me out, whatever amount you feel is right will help. Click the button below to donate.
Follow me on Twitter! - Following me on Twitter is another way of showing support by giving me feedback, I tend to post images of new up and coming features and ask thought on if you like it and what can be improved, so if you would like to get involved in all that please follow me, @MarkDCUK
Permissions and Copyright Information!
Can I use Magical Crops in my ModPack?: Yes, you may use Magical Crops in your mod pack as long as credit is given to Mark719, Please do not contact me about mod pack permissions, if you can not meet the requirements then you cannot use the mod. Messages asking for permission will be ignored.
Copyright & TERMS AND CONDITIONS
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.
1
Magical Crops 4, Public beta 1 is available via curseforge or the link on the front page. Enjoy
1
This is not a cash grab at all, I barely have time to code much any more so Magical crops 4 is a very slow W.I.P and it needs testing every time I change something. In no way am I saying you have to pay to get the BETA, since why would I give it to some packs in the AT Launcher if I wanted to force everyone to pay me to get it. The Patreon it purely support, In no way am I forcing people to support me, it's a bonus for the support and shouldn't be the reason you are supporting me in the first place. If I didn't offer BETA downloads and was still getting the same amount of support would that also be wrong?
Saying that I will be changing how I do BETAs and Magical crops soon as I'm not getting enough feedback that I need to fix the mod. So soon I will be giving Patreon supports the latest BETA and then the BETA before that I will be releasing to the public.
3
You can now find Magical Crops on curse, and will be the main download area for Magical crops, it can be found here, and also a widget on the first thread. http://minecraft.curseforge.com/mc-mods/228834-magical-crops
1