I have to say if the mobs dropping things works, this mod really hasn't yet got the recognition it deserves! I've been waiting for years for a mod where you can simply add drops to any NPC without any fuzz for us non-modders. The only other way I've heard has been that cumbersome way to add the drops to their hand or armor slots or something.
I want to make villagers drop metals and gems with extremely low drop rate, the only way to farm those would be concentration camp style industrial breeding & killing.
Every thread asking for this kind of mod, and especially requests to add villager drops, have been met with retards spewing offtopic about balance. I thank you for this. Sadly I won't be able to test this for months. But I won't forgot this.
I'm glad you've found this useful. Hopefully when you get to it you can get it working easily. =)
Any chance you could look into creation of items that pertain to mods, such as thaumcraft's wand caps, wand cores and staff cores?
Sorry I didn't reply earlier. I didn't see your post for some reason. =/
Unfortunately, I don't think that would be possible. Each mod has it's own code for how the items work, and I have no way of telling what that is. It might be possible if the mods have APIs, but still I would have to look at it on a per-mod basis, which is tricky (and time-consuming).
But anyway...
Update away!
Version 0.9 includes 4 new commands: loot++_summon, loot++_give, loot++_setBlock, and loot++_testForBlock, which are versions of the vanilla commands of the same names (without the "loot++_" of course) that use my modified NBT parser that takes item string ids. That means you can use these commands with NBT that contains modded items finally.
I also tinkered with the bow a bit and made it compatible with arrows added by other mods.
I tried to add speed effect, if I am wearing Iron Armor.
But it don't work :/
S:"Wearing Armor (This is the one you can add extra item names to)" <
minecraft:iron_helmet_____0_____1_____1_____2_____1_____minecraft:iron_chestplate_____minecraft:iron_leggings_____minecraft:iron_boots
>
What did i wrong?
Hi Lellson!
Ah, you actually found a bug with the item effects (I discovered it while trying out that line in the config). I uploaded a new file, version 0.12, which should show up in few minutes.
But actually you should probably set the duration to more than 1 tick. It doesn't work for some things when it's that low. Also, for the metadata, I would set it to -1. Otherwise it would only work if you were wearing an iron helmet at full durability. So you could change it to:
I've tried setting up the following modifications with no luck:
That looks fine, except you should remove that > at the end of the first one, and remove the _-1 in the middle of the second (that would mess it up since it thinks the dash is the "divider", so instead of reading false and -1 for those two entries, it actually reads false_ and 1. If the metadata isn't important, just leave it out).
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I got that one figured out, thanks for your response Tmtravlr!
I've found a corner-case I'd love some advice on. I want to replace the existing lava block with a lava block with a significantly lower light level. While I suspect this is in fact possible, it occurs to me that the flowing lava that comes off of it would NOT have it's light level altered. Is there a way we could get a configuration for this?
This mod is perfect, by the by, it does so much that I've been looking for and more!
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
I got that one figured out, thanks for your response Tmtravlr!
I've found a corner-case I'd love some advice on. I want to replace the existing lava block with a lava block with a significantly lower light level. While I suspect this is in fact possible, it occurs to me that the flowing lava that comes off of it would NOT have it's light level altered. Is there a way we could get a configuration for this?
This mod is perfect, by the by, it does so much that I've been looking for and more!
Actually that's not possible right now (you can't replace existing blocks in the world, no worldgen... yet).
And adding custom liquids is a bit more complicated. That's not a feature right now, unfortunately.
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Tmtravlr - Oh come on, it's obvious by your name, you're a Time Lord, you can do anything!
Actually, I don't need the EXISTING blocks replaced, they're fine as they are. I just want to have a different lava block happen when it's picked up, so when they can't use it as a source of permanent mob-free light. (I'm tinkering with a mod pack at the moment)
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
What if the light given off from a block of lava was 2 times it's height?
So, in the overworld, as the height drops by two each block, the light would drop off by 4 each block -- would that solve your desire to restrict people playing with free light?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Keybounce - It's a step in the right direction, though Lava has a light-level of 15 or so last I checked, which is ridiculous.
That sounds like it would kill all forms of light though.. I'm not sure I really understand what you're asking.
Getting a totally different liquid from the lava would require a separate mod (as it would involve changing how a bucket interacts with the block and such).
It would be easier to just change the light level of the normal lava itself...
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
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I'm trying to add an alternate jack o' lantern, but it doesn't seem to like the texture name. As the jack'o'lantern is a strange multisided beast, how do I do this?
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
I'm trying to add an alternate jack o' lantern, but it doesn't seem to like the texture name. As the jack'o'lantern is a strange multisided beast, how do I do this?
Well now I do have one. I'll send you a pm. =)
Hmm, no strange multisided beast support at the moment (and when I update to 1.8, that won't be an issue anymore since all blocks have their own custom models, so I probably won't do anything about it now).
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75% success achieved in this next bit of code, I can add an item, I can remove an entity drop, can't seem to get the new item to drop from the entity though.
Entity Drop Add/Remove
removing {
S:"Drops to remove from entities:" <
TwilightForest.Firefly_____TwilightForest:tile.TFFirefly
>
}
This works fine, the entity no longer drops the items, yay!
adding {
S:"Drops to add to entities:" <
TwilightForest.Firefly-1.0-true-false_____i-lootplusplus:item.firefly-1-1
>
}
This does not appear to work, the entity isn't dropping the new item
This works (Well, aside from the texture, which I tried both as TwilightForest:TFFirefly and just TFFirefly.), but more importantly, this is the item that isn't dropping from the entity above.)
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
No problem. =)
Also, new update to version 0.8.
It's mostly bugfixes:
One big fix is the custom bow rendering in multiplayer.
I'm glad you've found this useful. Hopefully when you get to it you can get it working easily. =)
Sorry I didn't reply earlier. I didn't see your post for some reason. =/
Unfortunately, I don't think that would be possible. Each mod has it's own code for how the items work, and I have no way of telling what that is. It might be possible if the mods have APIs, but still I would have to look at it on a per-mod basis, which is tricky (and time-consuming).
But anyway...
Update away!
Version 0.9 includes 4 new commands: loot++_summon, loot++_give, loot++_setBlock, and loot++_testForBlock, which are versions of the vanilla commands of the same names (without the "loot++_" of course) that use my modified NBT parser that takes item string ids. That means you can use these commands with NBT that contains modded items finally.
I also tinkered with the bow a bit and made it compatible with arrows added by other mods.
Hi Lellson!
Ah, you actually found a bug with the item effects (I discovered it while trying out that line in the config). I uploaded a new file, version 0.12, which should show up in few minutes.
But actually you should probably set the duration to more than 1 tick. It doesn't work for some things when it's that low. Also, for the metadata, I would set it to -1. Otherwise it would only work if you were wearing an iron helmet at full durability. So you could change it to:
minecraft:iron_helmet_____-1_____1_____20_____2_____1_____minecraft:iron_chestplate_____minecraft:iron_leggings_____minecraft:iron_boots
1 - Remove minecraft:Netherrack as a drop from minecraft:Netherrack
removing {
S:"Drops to remove from blocks:" <
minecraft:netherrack_____-1_____minecraft:netherrack>
>
}
2 - Add lootplusplus:netherrock as a drop from minecraft:netherrack (properties identical, only it burns out like wood)
adding {
S:"Drops to add to blocks:" <
minecraft:netherrack-1.0-false-false-false_-1_____i-lootplusplus:netherrock-1-1
>
}
3 - Add New Block Netherrock
S:generic <
netherrock_____Netherrock_____hellrock_____glass_____false_____false_____0.3_____0.0_____pickaxe_____-1_____0.0_____0.6_____5_____20_____-1
>
What am I doing wrong?
That looks fine, except you should remove that > at the end of the first one, and remove the _-1 in the middle of the second (that would mess it up since it thinks the dash is the "divider", so instead of reading false and -1 for those two entries, it actually reads false_ and 1. If the metadata isn't important, just leave it out).
I've found a corner-case I'd love some advice on. I want to replace the existing lava block with a lava block with a significantly lower light level. While I suspect this is in fact possible, it occurs to me that the flowing lava that comes off of it would NOT have it's light level altered. Is there a way we could get a configuration for this?
This mod is perfect, by the by, it does so much that I've been looking for and more!
Actually that's not possible right now (you can't replace existing blocks in the world, no worldgen... yet).
And adding custom liquids is a bit more complicated. That's not a feature right now, unfortunately.
Actually, I don't need the EXISTING blocks replaced, they're fine as they are. I just want to have a different lava block happen when it's picked up, so when they can't use it as a source of permanent mob-free light. (I'm tinkering with a mod pack at the moment)
What if the light given off from a block of lava was 2 times it's height?
So, in the overworld, as the height drops by two each block, the light would drop off by 4 each block -- would that solve your desire to restrict people playing with free light?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That sounds like it would kill all forms of light though.. I'm not sure I really understand what you're asking.
Getting a totally different liquid from the lava would require a separate mod (as it would involve changing how a bucket interacts with the block and such).
It would be easier to just change the light level of the normal lava itself...
Here, this took 5 minutes to make: http://www.mediafire.com/download/ha1wo1z94cy4k4p/lavalight-0.1.jar
It generates a config file where you can change the lava light level.
I mean, as there is less and less lava in a block, it gives off less and less light.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Donation?
Do you have a paypal account?
Well now I do have one. I'll send you a pm. =)
Hmm, no strange multisided beast support at the moment (and when I update to 1.8, that won't be an issue anymore since all blocks have their own custom models, so I probably won't do anything about it now).
Actually, you know what... here.
http://www.mediafire.com/download/gi50ze4qa6w2uwn/lightcontrol-0.2.jar
Now it should work with every block, not just lava.
Of course. =)
removing {
S:"Drops to remove from entities:" <
TwilightForest.Firefly_____TwilightForest:tile.TFFirefly
>
}
This works fine, the entity no longer drops the items, yay!
adding {
S:"Drops to add to entities:" <
TwilightForest.Firefly-1.0-true-false_____i-lootplusplus:item.firefly-1-1
>
}
This does not appear to work, the entity isn't dropping the new item
Item Add Generic
{
S:generic_items <
item.firefly_____Firefly_____TFFirefly
>
}
This works (Well, aside from the texture, which I tried both as TwilightForest:TFFirefly and just TFFirefly.), but more importantly, this is the item that isn't dropping from the entity above.)