That looks like the perfect color for the lenses. And they look great ingame. And, perhaps it should require thaumium frames, instead of gold. Can you manage that?
My first attempt. I manually changed the hue of everything that seemed like it was gold to 265, then desaturated all those parts to closer fit the look of Thaumium. My apologies if the contrast is too low or it looks a little wonky as a result, it was my first experiment, just a straight hue and saturation shift.
EDIT: If you find it pleasing, I'll make a variant for the actual armor ingame.
That reminds me though, Forbidden Magic adds a Nether Star BLOCK... and it can be animated with the focus... I think that should merit some level of extreme power.
While I think this is mostly something that should be taken care of here, maybe it's a simple as implementing an interface or something to enable chocolate cows and cromatic sheep to be harvested by MFR Rancher. I suppose it would require registering chocolate milk as an actual fluid.
Some other stuff:
- If dog and cat infusions are called canine and feline, cow, horse, pig and chicken should be called bovine, equine, porcine and galline, respectively^^
- the liquefaction focus doesn't actually liquefy anything if there is a recipe for smelting stone (ProjectRed adds one)
- what about a focus that works the other way around, flashfreezing water and cooling lava?
- new cow infusion: hell bovine. can be milked for lava maybe turn it aggressive, too. I think it would fit nicely into this mod's overall feeling
- Demolition Chicken: eggs explode (eggsplode?) when thrown against stuff
- Riding Rooster. Just because. I think there was a fairytale with a hedgehog riding a rooster once. It should be good at jumping and take no fall damage, but have less HP than a horse
- Straight-wooled sheep: drops strings instead of wool when being sheared
- Farmsheep: several variations:
-- A sheep which grows leaves instead of wool. When sheared, it drops leaf blocks and apples
-- Another one which grows wheat. Has a haybale-like texture when not sheared, on shearing drops wheat, but no seeds. Maybe use the leaf sheep as a base, then infuse it to create several forms of crop-growing sheep on top of that.
- Steelwool-sheep: if a mod which adds steel is detected, this sheep can be sheared for a block of steel wool, which can be smelted into a steel ingot. should definitely degrade shears faster, if possible
- Ender-Mule: cannot be ridden, but can carry items. Can be made to "mark" a specific location, and then to teleport to it. Basically, it follows you, you load it full of stuff, and then send it back to your base.
And, the Ender-Mule should probably be hopper-compatible, so you can automate the sorting of items. In other words, you mark the mule to teleport to on top of a hopper, and the hopper can remove the items from the ender mule's inventory.
Hey, guess what! I'm here to provide more image edits nobody asked for but I'm doing them anyway here I goooo!
Wand Focus: Solidification
(a recolored and flipped Liquefaction focus)
Goggles of Revealing w/ Lenses
(Kirlian)
(Evanescent)
(Illumine)
(Echo)
(Scholar's)
I tried to create a bit of a 'lens clip' appearance with the Scholar's Lens. Gives more of a Mad-Eye Moody feel to it. Most were just made with HSV tweaks. These aren't difficult to make, but I hope they inspire folks somehow.
java.lang.NullPointerException: Rendering screen
at com.kentington.thaumichorizons.client.gui.GuiVat.func_146976_a(GuiVat.java:63)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.kentington.thaumichorizons.client.gui.GuiVat.func_146976_a(GuiVat.java:63)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
Hey, guess what! I'm here to provide more image edits nobody asked for but I'm doing them anyway here I goooo!
Wand Focus: Solidification
(a recolored and flipped Liquefaction focus)
Goggles of Revealing w/ Lenses
(Kirlian)
(Evanescent)
(Illumine)
(Echo)
(Scholar's)
I tried to create a bit of a 'lens clip' appearance with the Scholar's Lens. Gives more of a Mad-Eye Moody feel to it. Most were just made with HSV tweaks. These aren't difficult to make, but I hope they inspire folks somehow.
If it's possible to make the model of the goggles that render on the player change to those, I would so love that.
I agree wholeheartedly, it'd be great if it changed the render. Plus, the type of lens equipped is stored in the Goggles themselves, like Golems' upgrades, and Golems have already been shown to have altered sprites if they have an Animation Core/are advanced. .
So it wouldn't be too far removed to make the armor/in-hand model change somehow, right? :0 I'll gladly make better? textures if requested. In fact, I might make some example images of those ingame, since I can just move them onto the goggles armor-file.
EDIT: Doing the painstaking task of making ingame examples of each lens both on-player and in-hand. Here I go!
EDIT2: http://imgur.com/a/mm75D#0 Here's the album; I don't know how to embed them. Demonstrations for all!
Also, I know that golem core presence is rendered as an overlay sprite over the golem, as is the 'advanced' brain; it couldn't be too hard to make 'lens overlays' for the Goggles, by that principle.
A bit lighter would help, yes.
Thanks for putting in this effort. It's appreciated.
Of course, any time. I like making little contributions like this. Here, as a bonus, the prospective Goggles of Clarity MK I ingame:
"Further adjustments to the frame may be needed for greater stability. ."
That looks like the perfect color for the lenses. And they look great ingame. And, perhaps it should require thaumium frames, instead of gold. Can you manage that?
My first attempt. I manually changed the hue of everything that seemed like it was gold to 265, then desaturated all those parts to closer fit the look of Thaumium. My apologies if the contrast is too low or it looks a little wonky as a result, it was my first experiment, just a straight hue and saturation shift.
EDIT: If you find it pleasing, I'll make a variant for the actual armor ingame.
Ooooooooh! It looks lovely!
How do figure out stats for golems we make with the animation core? Some of them are better than others, right?
I don't actually know.
That reminds me though, Forbidden Magic adds a Nether Star BLOCK... and it can be animated with the focus... I think that should merit some level of extreme power.
Did someone say INGAME RENDERS?
No? Nobody said that? Oh. Anyway, here's the MKII ingame.
LOL. Yep, I like that. It looks great!
Hmm... nice! looks gr8 m8 I r8 8/8
Hahaha.
While I think this is mostly something that should be taken care of here, maybe it's a simple as implementing an interface or something to enable chocolate cows and cromatic sheep to be harvested by MFR Rancher. I suppose it would require registering chocolate milk as an actual fluid.
Some other stuff:
- If dog and cat infusions are called canine and feline, cow, horse, pig and chicken should be called bovine, equine, porcine and galline, respectively^^
- the liquefaction focus doesn't actually liquefy anything if there is a recipe for smelting stone (ProjectRed adds one)
- what about a focus that works the other way around, flashfreezing water and cooling lava?
- new cow infusion: hell bovine. can be milked for lava maybe turn it aggressive, too. I think it would fit nicely into this mod's overall feeling
So I tried dimension hopping on Nightmare and instantly died with the message "Player was blown up by Nightmare."
Am I doing something wrong?
Oh, even more ideas for infused mobs:
- Demolition Chicken: eggs explode (eggsplode?) when thrown against stuff
- Riding Rooster. Just because. I think there was a fairytale with a hedgehog riding a rooster once. It should be good at jumping and take no fall damage, but have less HP than a horse
- Straight-wooled sheep: drops strings instead of wool when being sheared
- Farmsheep: several variations:
-- A sheep which grows leaves instead of wool. When sheared, it drops leaf blocks and apples
-- Another one which grows wheat. Has a haybale-like texture when not sheared, on shearing drops wheat, but no seeds. Maybe use the leaf sheep as a base, then infuse it to create several forms of crop-growing sheep on top of that.
- Steelwool-sheep: if a mod which adds steel is detected, this sheep can be sheared for a block of steel wool, which can be smelted into a steel ingot. should definitely degrade shears faster, if possible
- Ender-Mule: cannot be ridden, but can carry items. Can be made to "mark" a specific location, and then to teleport to it. Basically, it follows you, you load it full of stuff, and then send it back to your base.
And, the Ender-Mule should probably be hopper-compatible, so you can automate the sorting of items. In other words, you mark the mule to teleport to on top of a hopper, and the hopper can remove the items from the ender mule's inventory.
Hey, guess what! I'm here to provide more image edits nobody asked for but I'm doing them anyway here I goooo!
Wand Focus: Solidification
(a recolored and flipped Liquefaction focus)
Goggles of Revealing w/ Lenses
(Kirlian)
(Evanescent)
(Illumine)
(Echo)
(Scholar's)
I tried to create a bit of a 'lens clip' appearance with the Scholar's Lens. Gives more of a Mad-Eye Moody feel to it. Most were just made with HSV tweaks. These aren't difficult to make, but I hope they inspire folks somehow.
Crash report time.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 5/14/15 5:17 PM
Description: Rendering screen
java.lang.NullPointerException: Rendering screen
at com.kentington.thaumichorizons.client.gui.GuiVat.func_146976_a(GuiVat.java:63)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.kentington.thaumichorizons.client.gui.GuiVat.func_146976_a(GuiVat.java:63)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
-- Screen render details --
Details:
Screen name: com.kentington.thaumichorizons.client.gui.GuiVat
Mouse location: Scaled: (213, 119). Absolute: (427, 240)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Minipete'/320, l='MpServer', x=1.47, y=65.62, z=7.30]]
Chunk stats: MultiplayerChunkCache: 81, 81
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 268739 game time, 18001 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityClientPlayerMP['Minipete'/320, l='MpServer', x=1.47, y=65.62, z=7.30]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2432)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:909)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows Vista (amd64) version 6.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 455890544 bytes (434 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 12 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -XX:MaxPermSize=96m -Xmx1G -Xms256M -Xmn128M -XX:PermSize=64m -XX:ParallelGCThreads=2 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -XX:+UseFastAccessorMethods -XX:+UseInterpreter
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 15, tallocated: 95
FML: MCP v9.05 FML v7.10.112.1370 Minecraft Forge 10.13.3.1370 57 mods loaded, 57 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.112.1370} [Forge Mod Loader] (forge-1.7.10-10.13.3.1370-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.3.1370} [Minecraft Forge] (forge-1.7.10-10.13.3.1370-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AM2-Preloader{0.0.2} [AMCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.6.43} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.106} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.106-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
arsmagica2{1.4.0.008} [Ars Magica 2] (1.7.10_AM2-1.4.0.008.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aquaculture{1.2.3} [Aquaculture] (Aquaculture-1.7.10-1.2.5.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
atum{0.6} [Atum] (Atum-1.7.10-0.6.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.9.2} [BiblioCraft] (BiblioCraft[v1.9.2][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.2} [CoFH Core] (CoFHCore-[1.7.10]3.0.2-262.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{6.4.11} [BuildCraft] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{3.5.4.13} [Forestry for Minecraft] (forestry_1.7.10-3.5.4.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioWoodsForestry{1.7} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.7].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BinnieCore{2.0-pre8} [Binnie Core] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Botany{2.0-pre8} [Botany] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraBees{2.0-pre8} [Extra Bees] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraTrees{2.0-pre8} [Extra Trees] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Genetics{2.0-pre8} [Genetics] (binnie-mods-2.0-pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v1.3.2} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.2-1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Botania{r1.6-188} [Botania] (Botania r1.6-188.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{6.4.11} [BC Transport] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{6.4.11} [BC Silicon] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{6.4.11} [BC Builders] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{6.4.11} [BC Energy] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{6.4.11} [BC Factory] (buildcraft-6.4.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Compat{6.4.0} [BuildCraft Compat] (buildcraft-compat-6.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
darkcore{0.2} [Dark Core] (darkcore-0.2-16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{9.6.1.0} [Railcraft] (Railcraft_1.7.10-9.6.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-493.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicBees{@VERSION@} [Magic Bees] (magicbees-1.7.10-2.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.11.7.00} [Mystcraft] (mystcraft-1.7.10-0.11.7.00.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V6f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.2.4c} [Extra Utilities] (extrautilities-1.2.4c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForbiddenMagic{1.7.10-0.562} [Forbidden Magic] (Forbidden Magic-1.7.10-0.562.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.12.3.11} [NEI Addons] (neiaddons-mc1710-1.12.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Botany{1.12.3.11} [NEI Addons: Botany] (neiaddons-mc1710-1.12.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.12.3.11} [NEI Addons: Forestry] (neiaddons-mc1710-1.12.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.12.3.11} [NEI Addons: Crafting Tables] (neiaddons-mc1710-1.12.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExNihilo{1.12.3.11} [NEI Addons: Ex Nihilo] (neiaddons-mc1710-1.12.3.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
neiintegration{1.0.9} [NEI Integration] (NEIIntegration-MC1.7.10-1.0.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
quiverchevsky{b99} [QuiverBow] (QuiverBow_1.7.10_b99.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TardisMod{0.96} [Tardis Mod] (tardismod-1.7.10-0.97-48.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TerrainControl{2.5.3} [Terrain Control] (TerrainControl.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicExploration{0.6.0} [Thaumic Exploration] (ThaumicExploration-1.7.10-1.1-37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicHorizons{1.1.1} [Thaumic Horizons] (thaumichorizons-1.7.10-1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
erebus{0.2a} [Erebus] (TheErebus-0.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{2.3.5} [The Twilight Forest] (twilightforest-1.7.10-2.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore: -[1.7.10]3.0.2-262
Launched Version: 1.7.10-Forge10.13.3.1370-1.7.10
LWJGL: 2.9.1
OpenGL: ATI Mobility Radeon HD 4570 GL version 2.1.8490 Release, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Check out my Metroid Door and Custom Potions!
iron golems should totally be infusable and probaubly should have an infusion or two of there own. poor guys are so overlooked...
If it's possible to make the model of the goggles that render on the player change to those, I would so love that.
I agree wholeheartedly, it'd be great if it changed the render. Plus, the type of lens equipped is stored in the Goggles themselves, like Golems' upgrades, and Golems have already been shown to have altered sprites if they have an Animation Core/are advanced. .
So it wouldn't be too far removed to make the armor/in-hand model change somehow, right? :0 I'll gladly make better? textures if requested. In fact, I might make some example images of those ingame, since I can just move them onto the goggles armor-file.
EDIT: Doing the painstaking task of making ingame examples of each lens both on-player and in-hand. Here I go!
EDIT2: http://imgur.com/a/mm75D#0 Here's the album; I don't know how to embed them. Demonstrations for all!
Also, I know that golem core presence is rendered as an overlay sprite over the golem, as is the 'advanced' brain; it couldn't be too hard to make 'lens overlays' for the Goggles, by that principle.