Don't forget you need to sneak-rightclick an existing crate to make them connect in the first place. This is so, if you want, you can place crates next to each other without connecting as well. Additionally, you can't expand crates downwards. If you have trouble creating bigger crates, start with a 2x2, then 3x3, and work up to the size you want.
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Dec 14, 2015Posted in: WIP Mods
asiekierka is copying some ideas into Charset modules (definitely backpacks and crates). I'm excited!
Nov 22, 2015Posted in: WIP Mods
Vanilla zombies, skeletons and zombie pigmen have a chance of 1 out of 800 / 1200 / 1000 to spawn with backpacks already equipped, which contain random loot. (Technically, the entity class has to match exactly.) You can see them running around with those backpacks and when killed, they drop it exactly like a player does.
Yes they work in SMP, but crates generally don't like to be placed by anything other than players. Moving or generating them usually causes them not to have any "crate pile data" attached, which is why the pile is considered to have 0 crates in it, which causes a "divide by 0" when they're accessed. Sorry.
(I had an idea of how to rewrite them to work a bit more like a traditional inventory with less of the problems but similar behavior, but ... well, I'm an ex-modder for reasons.)
Sep 29, 2015Posted in: WIP Mods
I've always found that it made things too simple. IronChests made regular chests obsolete. Why build an amazing, huge storage room when the same can fit in a few diamond chests? On some level, my reinforced containers do as well, though the cost vs improvement is not as high. I don't like making things obsolete. I like coming up with new things and alternatives to existing things, with their own strengths and weaknesses (see crates). Reinforced chests were the first thing I coded for this mod, and if I were to remake it (which I won't :P), I either wouldn't include them, or have then be the same size as regular chests.
Sep 27, 2015Posted in: WIP Mods
There is no recipe for it. You get it by finding a friendly enderman, which actually walks around with an ender backpack on their back. Then you just have to place an ender chest near it and wait for it to pick it up.
They're pretty rare though (1 in 80 chance of a normal enderman spawning as a friendly one), so I suggest you don't waste your time looking for them, and just do the trade whenever you do run across one. They won't despawn for at least 5 minutes after you were close to them so you can run to your base and back without them disappearing on you.
Sorry for that being so obscure but I always liked secret-ish things back when things weren't instantly reviled after an update, especially for completely optional things.
Sep 23, 2015Posted in: WIP Mods
I mean, technically there is. You just have to edit the source and compile the mod yourself ^^
If I had everything set up and wasn't sick of MC modding, I'd definitely do it.
Sep 23, 2015Posted in: WIP Mods
Question, is there a way to limit what loot appears in a backpack dropped by a mob? I'm trying to enforce a progression on my modpack, and one backpack was acquired containing a compass, which the player promptly melted down to get at the iron (which shouldn't be possible). I'm still looking into that, but is there a way to block it from this end?
Backpacks on mobs are pretty rare, is this really an issue? Maybe you can keep it as a lucky loot drop. Here is a list of items that may appear in backpacks, in addition to sometimes including dungeon loot. Sadly there is no option to disable mobs spawning with backpacks, unless you're fine with disabling backpacks altogether.
Aug 12, 2015Posted in: Forum Discussion & Info
Just pick an animated .gif when choosing a file to upload as your avatar.
No idea about what the forum software uses to optimize avatars, so maybe it doesn't work for any .gifs (like mine ).
Jul 30, 2015Posted in: WIP Mods
Both. The mod is in need of a rewrite, which I have started a long time ago in the form of a couple smaller, separate mods. But unfortunately, I've lost interest and motivation to continue. I'm too much of a perfectionist, and with the state of Minecraft, Forge and the modding community, it doesn't mash too well.
Both Vic and Thog have been doing some work a while ago, but I doubt they'll continue.
(Especially since I always talk about the need for a rewrite ^^)
I just really, really hate advertisements. I wish we'd find other ways to power content creation on a large scale. I guess Curse is already doing that with premium, but unless they get rid of ads completely, I probably don't want anything to do with them on principle. Especially if it means making money from ads (partially or not).
Jul 19, 2015Posted in: WIP ModsQuote from greenhorns jump
I was wondering if you would consider placing your mod up on Curse.com for download there. the new cursevoice minecraft launcher is a great minecraft modpack resource. but without your mod being on Curse it's hard to include it in my personal pack i'm trying to create to play. I really love your mod, and I'm sure that if you were to place it on curse you would get more exposure too. and maybe a little more than the $41 you have already received, since Curse shares ad revenue
There's a few (not really big) reasons why I'm not uploading BetterStorage to Curse. The mod has ceased development. I hate ads. I would never want to make money from ads. I don't use the CurseVoice client so I don't know how good or bad it is (regarding ads and the ability to use non-Curse mods).
That said, the mod is unofficially public domain, and licensed under MIT officially (if you care about licenses), so anyone can just upload the mod to Curse themselves. Of course, in that case, it would be nice if they didn't profit from it - but what do I care?
Sorry if I sound salty. Maybe I am.
Jul 16, 2015Posted in: WIP Mods
here is the link for the crash report https://gist.github.com/anonymous/f53bc2203181bb95e3b5
Try updating NEI (not sure if this has been "fixed" yet) or disable block highlight tooltips (NEI Options -> World -> Highlight Tooltips).
Jul 16, 2015Posted in: WIP Mods
Not touching 1.8, waiting for things to change in the modding landscape. If anything, I'll skip right to 1.9.
It's probably not your PC, a crashlog would be nice (put it up on Gist and then link to it). Make sure you've got the latest version of the mod.
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