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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Hey, my entities seem to be rotating correctly alongside the structures now. Thanks for fixing that! :D


    Edit: Could I get some help with my Placer settings? I'm having difficulties getting a structure to spawn in roofed forests or beneath foliage/canopy in general. Using the command #gen shows that they are capable of spawning:


    #gen outpost01; confirm;


    And it looks nice and moody once I cut down any floating logs/leaves.


    But exploring naturally, I can't seem to get them to spawn. Do I just need to tweak my Placer settings? I'm using Overworld/Surface presets and just adding Move -4 or some other number to get them to plant on the ground. I'm also using Realistic Terrain Generation, if that helps any.


    Edit2: I got it to spawn by setting the weight slider way up. :o

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    I'm getting the hang of this, and the mod's pretty cool! I'd just like to show a little quirk that happens when using this alongside Custom NPCs.


    Allowing rotation on the structures will sometimes spawn the Custom NPC within a block. Does anybody here have a good workaround for this? I have 3 workarounds (which I'll get to in a minute), but I'll show what happens first:


    0 Rotation:


    A rotation value of 2, using the command "#paste ~ ~ ~ 2":


    My preferred workaround is to save multiple instances of the structure with the NPC inside of it and name the structures buildingNORTH, buildingEAST, buildingWEST, etc. And manually place the NPC on the right spot on each iteration. Building rotation is turned off.


    My next workaround is to make enough room for the NPC. For my building, this means destroying my blocks and that alchemy set so as to give my Innkeeper enough room while the building rotates.


    My third workaround is to use Custom NPCs UI to set the ai to "wandering." This allows Innkeeper to walk around and, from what I've seen, let's her escape the block she's trapped inside of.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Hey thanks, that's a pretty good solution. When you think about it, this approach leaves that "complete by npc" option obsolete.

    I haven't tinkered with quests enough yet, but I'll give this a shot next time.


    I'm still trying to get Custom NPCs to integrate well with Recurrent Complex for now.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Is there a list of arguments/expressions that can be used for Custom NPCs?


    I know that using @p and @a works, but I also want to know if we can use similar things for stuff like "complete by npc." Currently, you can turn in your quest (after finishing) to a specific named NPC. But what if I want the quest to be completed via either Mister NPC#1 or Sir NPC#4? Could I type something like "NPC#1 OR NPC#4" as a value and then approach either of them to get my reward?


    I feel this might be helpful for quests like "Killing Zombies to make the Town Safer at Night," Allowing you to walk up to any variation of town guard and complete the quest.


    I feel like this list will be handy in the future for many more stuff, but "complete by npc" is the only immediate use I can think of right now.

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Thanks for the help! :) yeah I'll give the wiki/commands another look

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Hello. :) Does the Fortune Enchantment affect the drops?

    If yes, does it affect the number of drops, or the drop chance?


    For example, if mister NPC drops 1 leather with a drop chance of 15%, does fortune enchantment make that 1-3 leather at 15%? Or does it become 1 leather at 15-30%?

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Sorry if this has been asked before, but is there an information nexus aside from the wikia where I can learn about Recurrent Complex more casually? I'm just a dumb pleb and I'm afraid there's just so much information in the wiki that it's preventing me from having a fun experience getting your mod to work alongside Custom NPCs.


    Just some of the things I find myself asking while playing around with it:

    1. I've exported my inn. How do I test spawn it in my flat world with rotation? I want to test if all the blocks/signs/etc are properly rotatable.

    2. Whenever I use Schematica to print a build, it's unable to print signs and item frames, etc. Does RC have the same limitations?

    3. Wiki has a way to turn off all of a mod's structures. But I just want to turn of all of RC' vanilla structures so I can spawn all of my exported builds. What do?

    4. So many commands to read and remember. What do?

    5. I think I'm too confused to even make a custom NPC now.

    6. ???


    As you can see, I'm pretty bad at this. But I also really want this to work with custom npcs so that I can start spawning populated worlds that feel alive with chatter, economies, and towns/cities. I just wanna clarify that I think it's a great mod. I'm just not code-literate enough to get it to work the way it's meant to work, and help would be appreciated.

    Posted in: Minecraft Mods
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    posted a message on Rebuild of Survival Flight/Wings

    There are a couple of RF-based mods out there that give creative flight in survival, but the mods are either too complicated with additional features, or just too costly to maintain for it's purpose.


    Is there an updated build out there that functions similarly to Survival Wings by spacechase0? Just a simple flight mod to make building in survival less tedious. No additional blocks, no red flux power required, you just get feathers and craft it and slap it on your back.


    Edit: Source code

    Posted in: Requests / Ideas For Mods
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    posted a message on Better Foliage

    I like setting the distance to less than 1000 to bump performance. I can go as low as 500-ish and 60-ish for grass.


    But I noticed that better foliage doesn't update the world as I move around, meaning I get better foliage within 500, but as soon as I move past that distance I get square leaves and flat lands again. If I want it to update, I drop a bed at my feet and I see the grass turn to better foliage again.


    Is this static-ish behavior intended? If so, what distance should I set the mod so that I get better foliage no matter how far I wander? My minecraft render distance is usually set to far.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    Ah, thanks anyway for the quick response. :)


    What I usually do is just bind a bunch of these to my numpad to keep them away and out of mind. In the event that I run out of numkeys, I just replace a random one with the next mod once I need to config that one. When I saw your tuts with the teleport home command showing a list of which home you wanted to teleport to, I thought I could make something similar. It's not a big deal. Just a little bothersome whenever I'm feeling anal.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    I've no idea where to start, but basically, I have multiple mods all with their own key binds for their config menu. But I need to consolidate all of these into one button. Pressing this button just prompts me which mod I'd like to edit the config options for. Hope I'm making sense.


    For example, a HUD mod tells me I can press default:N to bring up the config options. While an autofish mod says I can press default:U to bring up the options screen for that. Can anyone teach me how to make it so that if I press a key, a prompt will come up asking me which mod I'd like to view the options for? This way I can free up keys while getting a neat-looking list for all my mod configs.


    I don't know what command these mods use to bring up their respective gui's in the first place. Plus, I dunno where to start looking. :(



    Any help would be appreciated!

    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    Hello Mineshopper.


    My game seems to crash as soon as my character steps on a carpenter's block. D:


    It has something to do with Presence Footsteps. I haven't posted the error on that mod thread yet, the author seems to be on a break. Do you think it's fixable on this end?


    http://pastebin.com/pPaF72u2


    Edit: Looked around Presence Footsteps thread and it seems it's more of a problem on that end. Oh well... :<

    Posted in: Minecraft Mods
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    posted a message on ~DecoCraft 2.4.1!!~ Decorations for Minecraft! Updated to 1.11.2 !!! ~DecoCraft 2.4.1!!~

    Ahaha I read through your TO DO list and saw "Poop Block" on number 111. Real classy.


    Although to be serious, there are already some poop/manure mods available. :U


    It's a long and amusing and overwhelming list, to be sure. There's already a camping mod out there that adds campfires and tents and stuff. Flan's mod also takes care of the guns already. There are Tardis mods, car mods, armor mods, and Skyrim mods already available.


    Anyway, I hope your filtered list is good because I also saw lots of troll suggestions lol. I like reading through lists and even I got bored halfway through, seeing all the suggestions that are already present in this/other mod/s.


    Good luck with your plans and thank you for this mod! ^^

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    It doesn't look like making actual eggs are possible, but Soulstones are the equivalent of them. To use one, you just right click it on an NPC to capture it (It's just like a pokeball! ...Except they don't break out.). Then, you can make NPC traders to sell them. Once someone buys one, they just have to right click and the NPC will be spawned. This, however, consumes the soulstone, so you'll need an empty one in order to recapture it, which you can make that trader sell too. I think there's a config option to prevent players from using it to capture regular mobs too (Stops them from easily acquiring an animal farm without leads or food).


    I didn't know about Soulstones. Thanks for the info! They sound like they fill the role of Spawn eggs just fine.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Hi Noppes.


    Is it possible to create spawn eggs out of the custom NPC's that are created? This is so that you can now have an exhaustible, tradeable (buyable/sellable) supply of custom NPC's on demand without relying on the Cloner Tool, which imho is pretty OP for survival. It'd also be a nice gold sink for when you start to surplus your diamonds/gold/ whatever and want to buy something.


    And awesome mod. Still going strong after several years! :)

    Posted in: Minecraft Mods
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