• 1

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives

    I fixed the issue with the hammers breaking right away when you craft them, unfortunately as a side effect you can no longer change the name while making the tool (how the forge event works). I also removed the recipe that resulted in an item that wasn't passed through the game registry (which should fix some random crashes with other mods such as crafting table IV).

    Next (when I get around to it), is finishing the axe, and adding a scythe.

    Posted in: Minecraft Mods
  • 0

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives

    I don't know why the hammers seem to be breaking on first use, but it's been happening to more people. Will look into.

    And I'll be pushing a release that removed the recipe for an unregistered item, it breaks with the crafting table IV mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives

    Yes someone also reported this to me. I changed it so that they A: only generate in the overworld, and B: require at least some physical ground under them.

    The problem with what I had was I do a calculation mapping out the terrain roughness and determining if a tree could survive there, because the tree's base is so big, all of the blocks don't *need* to be ground, it can just adapt downward, like I have it. The overworld returns something worthwhile for the top world block, but the aether doesn't because it has areas with nothing. Interesting bug indeed...
    But I did push a fix for this the other day :) 1.7.10-0.1.5 has it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives
    Quote from lucapergue»
    Great mod anyways and I wanted to know if you could disable some tools in the config for those that don't use tinker's and feel like having one hammer in NEI seems out of place.

    You can now disable all of the tools in the mod (disabling a tool will also disable the head component for it)

    Quote from Akitori»

    Fortune ores 2, it';s fine if you can't.


    This was harder than I had hoped it would be. The way the event subscription works is basically a last ditch method of changing the drop of the block and none of the info coming from the regular block methods reflects the changes. For example, the iron block drops iron chunks, and xp, but the block information that gets called will always say no xp, and one fixed drop of itself. Adding in compatibility would create too many edge cases unless I can find a legitimate way of getting it to work. Sorry :/


    Anyways in 0.1.4a I have added many config options again and saplings - check the main post for more info!

    Posted in: Minecraft Mods
  • 0

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives
    Quote from lucapergue»

    Hey man, first off I wanted to say great mod, but I also wanted to ask if you could help me revive a great weapon mod that's been dead for a while now.

    if you don't want to I understand but if you do I made a thread a while back: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2213456-tuxweapons-modified-revival-coder-needed


    Great mod anyways and I wanted to know if you could disable some tools in the config for those that don't use tinker's and feel like having one hammer in NEI seems out of place.


    thanks anyways, hope you can expand this mod.


    I am too busy right now to take on projects outside of the small mods I work on and the work for the Phoenix Team (https://www.patreon.com/Phoenixteam) but I will add in an option to disable the various features of the mod.

    Quote from Akitori»

    Fortune from Magnanimous tools does not work with fortune ores.


    Are you using Fortune Ores 1 or 2? and I checked how Demoxin uses the harvest event but I am not sure I can make compatibility with that.

    Posted in: Minecraft Mods
  • 1

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives
    Quote from GRxRyder»

    The idea is pretty awesome and unique, I'll be following this mod for sure. I like the idea of tools based on natural things rather than manufactured metals and alloys. Perhaps a minecraft nature revolution is on the horizon?


    Quote from AgentJava»

    Woah! Pretty cool mod! I like the originality and the uniqueness of this mod!


    Questions:

    a. Purpose of this Mod?

    b. What is Magnanimous?


    Feedback:

    a. I like the gems in the trees one! So original. 10/10.

    b. I like the color and the textures!



    I do hope to add in the full toolset pretty soon, I am currently trying to tidy things up behind the scenes so that I can implement more config options as I implement new features.

    The idea was so that I could put it in a pack that encouraged you to spend more time out in the world instead of either in a mine or in a base. I wanted something that seemed somewhat magical without requiring any sort of crazy magic power systems or whatnot, just sticking to some of the basics that fit vanilla minecraft. I really like Tinkers Construct (why I gave it a shoutout in the original post), but especially with the new ranged weaponry it seems a little much for me. All I ever made was a manyullin hammer, pick and lumber axe.

    The word "Magnanimous" means: very generous or forgiving, especially toward a rival or someone less powerful than oneself, free from petty resentfulness or vindictiveness. And some of the synonyms are: noble, chivalrous, altruistic etc. Mainly I like the word and it can be shortened to MagTools and still sound cool. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives

    Config options for many different tool settings added on v0.1.3 - check the Main Post for details

    Any feedback is appreciated :)

    Posted in: Minecraft Mods
  • 4

    posted a message on Magnanimous Tools 1.7.10-0.1.4a Natural Tool Alternatives

    Mag Tools logo


    Overview

    If you haven't heard of the mod Tinkers Construct - go play it now! It is an awesome mod that revolutionized some aspects of how tools work. It did however abandon the use of experience so I made a mod that currently adds a small toolset of the second tier tools (hammer, excavator) as well as a sword that does added damage based on the players experience. I wanted something that encouraged players to retain experience so that it has more value as well as a smaller mod to fit in a light pack.


    The Tools


    Currently there is a sword, a hammer, a pickaxe and an excavator equivalent in but I plan on adding more.

    The tools generally mine faster as you gain more experience and some have other buffs for when the player has a certain number of levels.


    • The Hammer mines in a 3x3 area by default, but if you have over 20 levels and sneak, you can mine one block. The same is for the Earth Mover
    • The Sword does a flat amount of damage as well as bonus damage based on the players experience. (The data is in the tooltip).
    • The pickaxe has a custom fortune feature, as the player hits 25 experience levels and other multiples of 25, the pick will have a chance to spawn extra drops when mining. This currently caps at level 10. It works separately from the fortune enchantment so you are still able to enchant this pickaxe.

    The Material


    I decided to do something different than the average tool mod and added a tree that spawns gems in its core instead of adding yet another ore to the ground gen.


    The tree


    Gems in the tree


    You can dig up through the middle of the tree to find the gems if you want to leave the scenery as it is. You will also need hardened sticks that drop from the leaves of the tree (currently in the place of saplings). The heads of the tools are all made separate from the handle and there is a special custom crafting mechanic. (please utilize nei at the moment for the head and handle recipes)


    Tool Crafting


    The tool heads need to be attached to the handle in the anvil, each component is made separately and then joined as follows


    Anvil Handler


    The other tools follow suit. (you don't need 6 handles, only one will be consumed)


    Growing Trees


    As of version 0.1.4a I have added in a sapling to grow the trees with. The saplings are a very rare drop from the leaves but due to the large number of leaves per tree you will likely get ~3-6 per tree.

    The saplings don't work quite the same as the regular vanilla saplings but there are lots of config options regarding them to help the user decide how they like to run things.

    The saplings take longer to grow than regular saplings, they use all 16 metadata for rudimentary age and have a chance to update each tick or with bonemeal.

    The saplings by default don't produce trees that spawn with gems in their cores, this can be changed in the config.

    Another choice is that you can randomize the chance of a tree spawning with the gems, there is currently a 1/3 chance of that happening if you enable the gem spawn.

    There are also options for how many gem logs spawn on average per tree, in its core.


    Config Options


    I hope to give most things config options

    Config options as of 0.1.4a are the following:


        • Magnanimous Tool material mining level, efficiency, damage, durability, enchantability
        • Overriding disabilities for the individual tools (you can chose to buff the hammer for example)
        • Enable the special features
          • sneak to mine one block with the hammer or earth mover
          • custom fortune on the pick
          • xp based speed boost on the tools
          • xp damage increase
        • Enable/disable all tools
        • Completely customize tree-gen and interaction with the saplings
          • lower/raise tree occurence
          • change likeliness of gem spawns
          • enable/disable trees spawning in flat worlds
          • enable/disable the use of bonemeal on saplings
          • enable/disable gems spawning in trees.
        • xp requirement for the sneak-single block harvest

    For the Future


    • I plan to make as much configurable as I absolutely can, that means that any hard values you may see up above or in game will be modifiable
    • I will also add a sapling that will drop from the leaves and can grow the tree (the gem spawns are being considered).
    • I am adding the other tools from the set (sickle as well as the basic tools)

    Download


    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Would it be possible to implement a method for mod support? so that people can register a list of blocks that are supposed to shake in the wind etc so that using shaders with modpacks looks more uniform. I do really like the look of these shaders though, thanks for keeping this up :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Pushed version 1.2 - make sure to download it instead of the sometimes outdated "latest file" in the download widget

    Added informative tooltips and chat messages and fixed a bug with the logging.

    Will be the last version for a while as I add new things and such.
    Posted in: Minecraft Mods
  • 0

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Updated to 1.1a - Overhauled the config system, it now looks a lot sharper (new shiny file) and all of the settings can be changed per item (eg the growth rate of enderpearl bulb is slower than rotten flesh)

    Also the vitalized soil spread rate was sped up a bit and made 2D.
    Posted in: Minecraft Mods
  • 1

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Work on settings per bulb is coming along nicely - I have succeeded in the enablement of individual bulbs as well as individual xp comsumption settings.
    Posted in: Minecraft Mods
  • 0

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Quote from ICplayMC »Can you make it 1.7.2


    What mods are you using that are on 1.7.2? there are a few major things broken with it, but I will consider this.
    Posted in: Minecraft Mods
  • 2

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Post update: added a couple of spotlights to the OP, feel free to keep sending me some more! Also added some links to keep track of what I've been up to. I will be posting teasers and updates on twitter and player.me.
    Posted in: Minecraft Mods
  • 1

    posted a message on Attained Drops - v1.2 - Configure Everything!
    Quote from Fixided»
    Glad you made a thread on MCF!



    Suggestions:

    RF enrichment capability.
    Instead of XP, use RF instead.
    The reason is that if I were to remove my MFR spawning machines to replace it with these plants
    It feels cheaty cause' it's less expensive than using a machine.

    //Tech mode



    Ability to be able to change a bulbs drop using the configs?
    Multiple drops would be nice too.



    Disable certain bulbs

    I have spent the day thinking about rf power implementation... not sure how I would make it work. I'll have a check around at how things like the redstone arsenal tools draw power from supplies stored in the players inventory. XP was super easy because the data for the levels in stored in a convenient place in the player's entity info (a convenient function parameter). Also, I find that xp is valuable if it has a use... most mods completely ignore its existence even though it technically can be used as "mana" by mods.
    The bulbs I am looking into making configurable individually. The settup I have for the soil block needs to be tweaked some for it to work but I have some ideas. If i get a solid system in place then I would definitely have drop rates and growth rates be configurable per bulb as well as just straight up disabling.
    Would it be beneficial for modpack makers to have a blank plant that can be configured by the user? It would mean that the name would be a string in the config, and the textures would be tricky. Making everything else configurable is easy.

    For my upcoming work:

    • I have a drop that now drops from 1 in a configurable number of mobs that will be used as the beta design basis for getting drops in peaceful, it would then be used to craft something that would grow random bulbs - the trick is now to keep it from being to fantastical...
    • I am pondering the production of high tier drops - wither based things, nether stars and dragon egg. More design concepts will be shared in the future.
    • Definitely trying to make the current drops configurable per bulb.
    • More fun with the forge event system :)
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.