Are the structures compatible with the Biomes O' Plenty world type? I have yet to find a single one, yet quicksand pits seem to generate quite frequently. I did, however, manage to find an artifact in a village blacksmith chest that gives air-walking and passive health regeneration (Light Iron Figurine of Healing), though the air-walking feature seems to be worthless (it seems as if the invisible blocks don't seem to spawn correctly under moderate load conditions, unless it's supposed to be an extremely unreliable feature).
I have tested over a dozen maps and have yet to get anything other than the Uncrafting Table. How rare are the items when you find the last chest? Also, I assume it was a glitch but I found a 9-stage hard map and on the 3rd to last chest, there was no map. I was unable to continue on with the hunt at that point. Hope the info helps.
I've never used Plunder Rummage, so I wouldn't know about that problem.
As for rarity, I tried to set the rarity to be relatively common, especially in the harder chests, but it looks like his code caps the weight to the minimum stack size. So an item that can only generate in size 1 stacks has a weight (rarity) of 1.
Are the structures compatible with the Biomes O' Plenty world type?
I haven't done anything to tie in with BoP.
I have yet to find a single one, yet quicksand pits seem to generate quite frequently.
Quicksand is set to show up in a large number of (vanilla) biomes, towers not so much. Ocean (unlikely that it'll find a place to spawn, but it tries), extreme hills, and mushroom island (a rare biome as it is).
I did, however, manage to find an artifact in a village blacksmith chest that gives air-walking and passive health regeneration (Light Iron Figurine of Healing), though the air-walking feature seems to be worthless (it seems as if the invisible blocks don't seem to spawn correctly under moderate load conditions, unless it's supposed to be an extremely unreliable feature).
Air walking is a little finicky, but it should be placing blocks ~1 block directly in front of you and under your feet. It doesn't take into account strafing. Also looking strait down or up makes it hard for the item to put it in front of you, but you can tower up real easy by looking down.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Air walking is a little finicky, but it should be placing blocks ~1 block directly in front of you and under your feet. It doesn't take into account strafing. Also looking strait down or up makes it hard for the item to put it in front of you, but you can tower up real easy by looking down.
That's probably the issue then, I'll try to keep my looking up and down to a minimum. So far it has been handy for cutting down trees and going up tall mountains/cliffs, but I don't trust it for things like traversing over lava or getting to Tinker's Construct floating slime islands.
That's probably the issue then, I'll try to keep my looking up and down to a minimum. So far it has been handy for cutting down trees and going up tall mountains/cliffs, but I don't trust it for things like traversing over lava or getting to Tinker's Construct floating slime islands.
Which means I think I got the balance about right. There'd been a change in vanilla with regards to strafing (i.e. figuring out if the player was doing it) which I hadn't found when I made the item (though have since found) but I liked the fact that there was some finesse to using it. Flight in Minecraft is one of those things that if the player has it in survival, it can easily make the game "too easy."
Tip:
If you're falling, look down. It'll place a block under you.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Is the "provides light" modifier kaput? Nothing is lit when I held the dagger or have it in my inventory.
It should create a light source at head-height. Try moving around with it (and that effect is considered "passive" not "active item"). It may have thought you were too close to the last position it placed the light source at, even though it's gone/was never placed.
If that doesn't work, try dropping it down a hole.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Seeing it as 'unfinished', what feature is missing? Being told that you will backport to 1.5.2 as soon as it is finished, I'm here, eagerly waiting for you.
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Seeing it as 'unfinished', what feature is missing? Being told that you will backport to 1.5.2 as soon as it is finished, I'm here, eagerly waiting for you.
0.6 is my "feature complete" release (there are things I would like to add, but not essential). Porting to 1.5.2 and 1.6.4 are next on my agenda, I'm just taking a bit of a break from modding right now, just to avoid burnout.
Porting will be easy, but it falls into the "mostly bugfixing" category which is the most tedious of work.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I would seriously flatter you right now with "it appears perfect." but its all you man. rest up and make it rock because this is one mod that definitely has major potential.
I would seriously flatter you right now with "it appears perfect." but its all you man. rest up and make it rock because this is one mod that definitely has major potential.
Thanks ^..^
The only things I didn't get in were Thieving (stealing inventory items), but every inventory in the game (zombies, endermen, chests (etc.), players, and so on) are all handled differently and spawning friendly golems. Thieving is unlikely to ever get done, friendly clay golems is a "nice to have."
I would also like to make armor variants, but I realized I'd have to write a whole other class for it (because Armor needs to be ItemArmor to be counted when the player takes damage). So there's code that handles creating such items (i.e. adding effects) but it isn't used. So it kind of got shuffled off into the "would be nice" pile and did the work to support it so I wouldn't have to refactor, but never got around to it.
I'd also like to have more "trap component" objects, but I ran out of ideas on that back when I was making them the first time around. :X
So that's why I consider it "feature complete." Anyway, been working on another project that I've been hacking around with for like seven years now. Retro style gameplay with cartoonish graphics and Nintendo Hard kind of hard before Nintendo was even making games. What do they call that, Arcade Booth Hard?
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Thanks ^..^
The only things I didn't get in were Thieving (stealing inventory items), but every inventory in the game (zombies, endermen, chests (etc.), players, and so on) are all handled differently and spawning friendly golems. Thieving is unlikely to ever get done, friendly clay golems is a "nice to have."
I would also like to make armor variants, but I realized I'd have to write a whole other class for it (because Armor needs to be ItemArmor to be counted when the player takes damage). So there's code that handles creating such items (i.e. adding effects) but it isn't used. So it kind of got shuffled off into the "would be nice" pile and did the work to support it so I wouldn't have to refactor, but never got around to it.
I'd also like to have more "trap component" objects, but I ran out of ideas on that back when I was making them the first time around. :X
So that's why I consider it "feature complete." Anyway, been working on another project that I've been hacking around with for like seven years now. Retro style gameplay with cartoonish graphics and Nintendo Hard kind of hard before Nintendo was even making games. What do they call that, Arcade Booth Hard?
ever consider trying your hand at npc making? it would pretty cool to see some classic style npc's in minecraft. doesnt have to be fancy, just maybe chrono trigger npc's or such? maybe a tie in, to this mod. dunno, my coding experience is lacking.
ever consider trying your hand at npc making? it would pretty cool to see some classic style npc's in minecraft. doesnt have to be fancy, just maybe chrono trigger npc's or such? maybe a tie in, to this mod. dunno, my coding experience is lacking.
I have not. And I'm not sure I really want to, either. I'll think about it, might be something I come back to at a later date.
I played SS13 once (and grew increasingly frustrated at the interface the longer I played). I was more inspired by Ready Player One.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I had considered such things, but I'd have to do a lot of extra work making the bullet projectile (as I can't use the arrow or the snowball) I had pushed it into the "maybe" list.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
1.6.2 version should work with 1.6.4 (I imported the code into the recommended Forge environment and had no errors). 1.6.4 is an interim version to 1.7 that deals with structures (villages, mineshafts, etc.), which I happen to not be using (I'm doing strait setBlock calls).
And just about done with a 1.5.2 backport. Had a weird error rendering an entity, but got that resolved. Two effects can't backport as 1.5.2 doesn't have the Shared Monster Attributes system (so things like bonus health and bonus speed don't have a analogous hook, though everything else came through just fine).
Going to do a runthrough with the zipped package when I get home, make sure things work.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Use srg-names next time! We could have been using 1.6.4 version already~
I have been. o..o
I've been using reobfuscate_srg.bat since they first introduced it!
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(That is using 0.6.1, but I apparently forgot to update the internal mod version number--whoops--it's also telling me it doesn't like the MCmod.info file, but it should be valid...).
Looks like the 152 version is set. There's actually a small worldgen issue, but that's present in both codebases, this is just the first time I've seen it occur. I'll do a hotpatch later, I don't think anyone will encounter it until then. The stronghold trap code is detecting the wizard's tower as a valid stronghold location, so while odd, it's not super critical.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I've never used Plunder Rummage, so I wouldn't know about that problem.
As for rarity, I tried to set the rarity to be relatively common, especially in the harder chests, but it looks like his code caps the weight to the minimum stack size. So an item that can only generate in size 1 stacks has a weight (rarity) of 1.
And because my artifacts shouldn't stack....
I haven't done anything to tie in with BoP.
Quicksand is set to show up in a large number of (vanilla) biomes, towers not so much. Ocean (unlikely that it'll find a place to spawn, but it tries), extreme hills, and mushroom island (a rare biome as it is).
Air walking is a little finicky, but it should be placing blocks ~1 block directly in front of you and under your feet. It doesn't take into account strafing. Also looking strait down or up makes it hard for the item to put it in front of you, but you can tower up real easy by looking down.
That's probably the issue then, I'll try to keep my looking up and down to a minimum. So far it has been handy for cutting down trees and going up tall mountains/cliffs, but I don't trust it for things like traversing over lava or getting to Tinker's Construct floating slime islands.
Which means I think I got the balance about right. There'd been a change in vanilla with regards to strafing (i.e. figuring out if the player was doing it) which I hadn't found when I made the item (though have since found) but I liked the fact that there was some finesse to using it. Flight in Minecraft is one of those things that if the player has it in survival, it can easily make the game "too easy."
Tip:
If you're falling, look down. It'll place a block under you.
Also, you can crouch-move
It should create a light source at head-height. Try moving around with it (and that effect is considered "passive" not "active item"). It may have thought you were too close to the last position it placed the light source at, even though it's gone/was never placed.
If that doesn't work, try dropping it down a hole.
OcD Simple Add-On!
0.6 is my "feature complete" release (there are things I would like to add, but not essential). Porting to 1.5.2 and 1.6.4 are next on my agenda, I'm just taking a bit of a break from modding right now, just to avoid burnout.
Porting will be easy, but it falls into the "mostly bugfixing" category which is the most tedious of work.
Love conquers all, but creeper love conquers YOU.
Thanks ^..^
The only things I didn't get in were Thieving (stealing inventory items), but every inventory in the game (zombies, endermen, chests (etc.), players, and so on) are all handled differently and spawning friendly golems. Thieving is unlikely to ever get done, friendly clay golems is a "nice to have."
I would also like to make armor variants, but I realized I'd have to write a whole other class for it (because Armor needs to be ItemArmor to be counted when the player takes damage). So there's code that handles creating such items (i.e. adding effects) but it isn't used. So it kind of got shuffled off into the "would be nice" pile and did the work to support it so I wouldn't have to refactor, but never got around to it.
I'd also like to have more "trap component" objects, but I ran out of ideas on that back when I was making them the first time around. :X
So that's why I consider it "feature complete." Anyway, been working on another project that I've been hacking around with for like seven years now. Retro style gameplay with cartoonish graphics and Nintendo Hard kind of hard before Nintendo was even making games. What do they call that, Arcade Booth Hard?
ever consider trying your hand at npc making? it would pretty cool to see some classic style npc's in minecraft. doesnt have to be fancy, just maybe chrono trigger npc's or such? maybe a tie in, to this mod. dunno, my coding experience is lacking.
Love conquers all, but creeper love conquers YOU.
I have not. And I'm not sure I really want to, either. I'll think about it, might be something I come back to at a later date.
I played SS13 once (and grew increasingly frustrated at the interface the longer I played). I was more inspired by Ready Player One.
I had considered such things, but I'd have to do a lot of extra work making the bullet projectile (as I can't use the arrow or the snowball) I had pushed it into the "maybe" list.
1.6.2 version should work with 1.6.4 (I imported the code into the recommended Forge environment and had no errors). 1.6.4 is an interim version to 1.7 that deals with structures (villages, mineshafts, etc.), which I happen to not be using (I'm doing strait setBlock calls).
And just about done with a 1.5.2 backport. Had a weird error rendering an entity, but got that resolved. Two effects can't backport as 1.5.2 doesn't have the Shared Monster Attributes system (so things like bonus health and bonus speed don't have a analogous hook, though everything else came through just fine).
Going to do a runthrough with the zipped package when I get home, make sure things work.
I have been. o..o
I've been using reobfuscate_srg.bat since they first introduced it!
(That is using 0.6.1, but I apparently forgot to update the internal mod version number--whoops--it's also telling me it doesn't like the MCmod.info file, but it should be valid...).
Looks like the 152 version is set. There's actually a small worldgen issue, but that's present in both codebases, this is just the first time I've seen it occur. I'll do a hotpatch later, I don't think anyone will encounter it until then. The stronghold trap code is detecting the wizard's tower as a valid stronghold location, so while odd, it's not super critical.
Night vision: does resistance
saturation, nonexistant in 1.5.2