The Meaning of Life, the Universe, and Everything.
Join Date:
11/15/2013
Posts:
64
Minecraft:
DracoScythem
Member Details
I think you should keep it, it just looks cooler than it would if it just 'magically' made all invisible things appear (There should be some visual effects involved )
Also one idea I had, woud it be possible to make the invisibility effect require some kind of energy? So, make it like a forcefield, just instead of protecting/killing making things invisible? (configurable/toggleable in the config of course) (It's just that I don't really like the 'just select an area with blocks and click on them with some item and it becomes invisible' ; also it would allow one to balance InvisiZones with other mods for example on pvp servers or in pvp modpacks) (Just some random idea I had when playing arounf with mffs)
I think you should keep it, it just looks cooler than it would if it just 'magically' made all invisible things appear (There should be some visual effects involved )
Also one idea I had, woud it be possible to make the invisibility effect require some kind of energy? So, make it like a forcefield, just instead of protecting/killing making things invisible? (configurable/toggleable in the config of course) (It's just that I don't really like the 'just select an area with blocks and click on them with some item and it becomes invisible' ; also it would allow one to balance InvisiZones with other mods for example on pvp servers or in pvp modpacks) (Just some random idea I had when playing arounf with mffs)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
G'day Elix, you sure have a lot of great mods around that've just slipped under the radar. I'm just here to mention that in my large modpack, Aetherwars Infinite I appear to have a partial glitch where the invisible doesn't update rapidly sometimes and instead makes invisible zones once you go into them remain visible once you're out of them until a block update happens. Is there a way you could tweak the 1.7.10 version (or if you're still on 1.7.10 thats fine) to hopefully force the invisible to reoccur upon exiting the zone? cause the game knows they're meant to be invisible because falling onto the blocks which are meant to be invisible will make me glitch out but touching them inside the zone the game knows everything is there now but the client seems to be a little slow on the pick up.
As far as features go how hard would it be to make "phantom structures"? As in a reverse of the whole invisible thing in that it takes something from somewhere else and saves something of a hologram of it and places a phantom of the structure at the location it is activated which will usually be the center point, but then if the player enters it the hologram fades and they're left with whats there while on the inside (so a camoflauge of sorts to make something look like something else rather than outright invisible that can be brought with you). it could be the ultimate sneaky tactic in making trapped bases that by the time someone goes into them they're already screwed.
As for the invisible some form of "set size" automatic invisibility that actives with a hit of the wrench could be a good idea? Like coming in like 5x5, 7x7 and 9x9 or perhaps just something that takes a pair of offsets and makes a square zone without there having to be two block points there and makes it such that it allows you to basically bring portable bases like those from better dungeon capsules or an archimedes ship of the desired shape that'll constantly have their cloaking deactivated when moved but immediately upon setting up shop or docking the ship with a rightclick of the invisible console at the new location will immediatelly pull up a new one at the desired spot. At the very best it could be wrenchable and taken with you and it will save it's offsets on the block while in your inventory and can be replaced somewhere else and immediately activated.
Anyway, thanks for that and I hope you could figure those ideas out.
G'day Elix, you sure have a lot of great mods around that've just slipped under the radar. I'm just here to mention that in my large modpack, Aetherwars Infinite I appear to have a partial glitch where the invisible doesn't update rapidly sometimes and instead makes invisible zones once you go into them remain visible once you're out of them until a block update happens. Is there a way you could tweak the 1.7.10 version (or if you're still on 1.7.10 thats fine) to hopefully force the invisible to reoccur upon exiting the zone? cause the game knows they're meant to be invisible because falling onto the blocks which are meant to be invisible will make me glitch out but touching them inside the zone the game knows everything is there now but the client seems to be a little slow on the pick up.
Update of rendering of interioir of zone, happens right after you enter or leave a zone.
I'm pretty sure, that this is present in current version. I'll check on github.
As far as features go how hard would it be to make "phantom structures"? As in a reverse of the whole invisible thing in that it takes something from somewhere else and saves something of a hologram of it and places a phantom of the structure at the location it is activated which will usually be the center point, but then if the player enters it the hologram fades and they're left with whats there while on the inside (so a camoflauge of sorts to make something look like something else rather than outright invisible that can be brought with you). it could be the ultimate sneaky tactic in making trapped bases that by the time someone goes into them they're already screwed.
Originally, i had an idea like this (and even made a block for it, set up classes). But then decided, that it's better for different mod, and then... Well, i don't have any time to work on that. I'm not only busy with updating current projects, and moving to 1.8, but also some new projects that i'm working on.
As for the invisible some form of "set size" automatic invisibility that actives with a hit of the wrench could be a good idea? Like coming in like 5x5, 7x7 and 9x9 or perhaps just something that takes a pair of offsets and makes a square zone without there having to be two block points there and makes it such that it allows you to basically bring portable bases like those from better dungeon capsules or an archimedes ship of the desired shape that'll constantly have their cloaking deactivated when moved but immediately upon setting up shop or docking the ship with a rightclick of the invisible console at the new location will immediatelly pull up a new one at the desired spot. At the very best it could be wrenchable and taken with you and it will save it's offsets on the block while in your inventory and can be replaced somewhere else and immediately activated.
Not sure about that. Probably not, though.
As "in theory" there should be soem kind of emitter, "emitting invisibility".
Even if that sounds weird.
Update of rendering of interioir of zone, happens right after you enter or leave a zone.
I'm pretty sure, that this is present in current version. I'll check on github.
Originally, i had an idea like this (and even made a block for it, set up classes). But then decided, that it's better for different mod, and then... Well, i don't have any time to work on that. I'm not only busy with updating current projects, and moving to 1.8, but also some new projects that i'm working on.
Not sure about that. Probably not, though.
As "in theory" there should be soem kind of emitter, "emitting invisibility".
Even if that sounds weird.
Thank you for your feedback!
It's always appreciated!
might be lag generated by the immensity of the pack then, but thanks anyway, cause the server and internal servers definitely know it's not there, just the clients too swamped to notice a lot of the time hence the glitching out on visible invisible blocks. :V
Dare I ask what kind of projects? and will they have 1.7 versions?
and aww, oh well, static bases it is or rapid redeployment of static invis after being moved then.
and thats quite alright, always hoping to drop ideas and feedback for people where it's possible.
Altough, recently i've been learning open gl and discovered a lot more efficient and cool way to hide blocks in invisible zones. It has to do a little bit with GL hacking...
I'll first try to finish googles integrability and then i'll rework invisible part, to make it a lot more efficient.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/15/2013
Posts:
64
Minecraft:
DracoScythem
Member Details
I think it's rather early for 1.9 (most mods skipped 1.8 and currently none of the bigger mods are updated for 1.9).
Yes 1.7 is kind of 'outdated', but many modders are still focusing on 1.7.10 as it is absolutely stable and there's already a lot to work with.
To cut it short, yes mod development has to move on to recent versions of mc (1.9) but at this very moment the main modding scene is still on 1.7, so in my opinion you should continue with 1.7.10 until 1.9 can be considered a 'stable modding platform'.
I think it's rather early for 1.9 (most mods skipped 1.8 and currently none of the bigger mods are updated for 1.9).
Yes 1.7 is kind of 'outdated', but many modders are still focusing on 1.7.10 as it is absolutely stable and there's already a lot to work with.
To cut it short, yes mod development has to move on to recent versions of mc (1.9) but at this very moment the main modding scene is still on 1.7, so in my opinion you should continue with 1.7.10 until 1.9 can be considered a 'stable modding platform'.
Ok. If i'm working on 1.7.10, of course it means i'm working on 1.9 at the same time (kinda).
Tested, it's compatible with other mods.
Logic, i mean.
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What dou you think about green screen (while wearing googles)?
Should it be kept or removed? Or maybe changed?
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I think you should keep it, it just looks cooler than it would if it just 'magically' made all invisible things appear (There should be some visual effects involved )
Also one idea I had, woud it be possible to make the invisibility effect require some kind of energy? So, make it like a forcefield, just instead of protecting/killing making things invisible? (configurable/toggleable in the config of course) (It's just that I don't really like the 'just select an area with blocks and click on them with some item and it becomes invisible' ; also it would allow one to balance InvisiZones with other mods for example on pvp servers or in pvp modpacks) (Just some random idea I had when playing arounf with mffs)
Ok, i'll keep it then.
It is possible and i'll probably implement it.
Also, thank you for your feedback!
Check out all my mods here: Link Removed!
G'day Elix, you sure have a lot of great mods around that've just slipped under the radar. I'm just here to mention that in my large modpack, Aetherwars Infinite I appear to have a partial glitch where the invisible doesn't update rapidly sometimes and instead makes invisible zones once you go into them remain visible once you're out of them until a block update happens. Is there a way you could tweak the 1.7.10 version (or if you're still on 1.7.10 thats fine) to hopefully force the invisible to reoccur upon exiting the zone? cause the game knows they're meant to be invisible because falling onto the blocks which are meant to be invisible will make me glitch out but touching them inside the zone the game knows everything is there now but the client seems to be a little slow on the pick up.
As far as features go how hard would it be to make "phantom structures"? As in a reverse of the whole invisible thing in that it takes something from somewhere else and saves something of a hologram of it and places a phantom of the structure at the location it is activated which will usually be the center point, but then if the player enters it the hologram fades and they're left with whats there while on the inside (so a camoflauge of sorts to make something look like something else rather than outright invisible that can be brought with you). it could be the ultimate sneaky tactic in making trapped bases that by the time someone goes into them they're already screwed.
As for the invisible some form of "set size" automatic invisibility that actives with a hit of the wrench could be a good idea? Like coming in like 5x5, 7x7 and 9x9 or perhaps just something that takes a pair of offsets and makes a square zone without there having to be two block points there and makes it such that it allows you to basically bring portable bases like those from better dungeon capsules or an archimedes ship of the desired shape that'll constantly have their cloaking deactivated when moved but immediately upon setting up shop or docking the ship with a rightclick of the invisible console at the new location will immediatelly pull up a new one at the desired spot. At the very best it could be wrenchable and taken with you and it will save it's offsets on the block while in your inventory and can be replaced somewhere else and immediately activated.
Anyway, thanks for that and I hope you could figure those ideas out.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Update of rendering of interioir of zone, happens right after you enter or leave a zone.
I'm pretty sure, that this is present in current version. I'll check on github.
Originally, i had an idea like this (and even made a block for it, set up classes). But then decided, that it's better for different mod, and then... Well, i don't have any time to work on that. I'm not only busy with updating current projects, and moving to 1.8, but also some new projects that i'm working on.
Not sure about that. Probably not, though.
As "in theory" there should be soem kind of emitter, "emitting invisibility".
Even if that sounds weird.
Thank you for your feedback!
It's always appreciated!
Check out all my mods here: Link Removed!
might be lag generated by the immensity of the pack then, but thanks anyway, cause the server and internal servers definitely know it's not there, just the clients too swamped to notice a lot of the time hence the glitching out on visible invisible blocks. :V
Dare I ask what kind of projects? and will they have 1.7 versions?
and aww, oh well, static bases it is or rapid redeployment of static invis after being moved then.
and thats quite alright, always hoping to drop ideas and feedback for people where it's possible.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
It may be. Slower your computer can rerender zone, slower zones will become invisible.
A few minecraft mods for 1.7.10 and 1.8.9.
Although, i had zones movability planned.
Ok.
You know that feedback helps very much!
Check out all my mods here: Link Removed!
Love this Mod.
AcademyCraft, RPG Races Mod, Mythicraft, Ben 10 Mod, Minecraft: Omnihero
Thanks!
Check out all my mods here: Link Removed!
I'm still working on the mod.
Altough, recently i've been learning open gl and discovered a lot more efficient and cool way to hide blocks in invisible zones. It has to do a little bit with GL hacking...
I'll first try to finish googles integrability and then i'll rework invisible part, to make it a lot more efficient.
Check out all my mods here: Link Removed!
Excore 1.4 will allow me to do some very interesting stuff.
You'll see it soon!
Check out all my mods here: Link Removed!
DO you want ofr next version to be on 1.7.10 and 1.9, or should i already leave 1.7.10 and go for 1.9?
Check out all my mods here: Link Removed!
I think it's rather early for 1.9 (most mods skipped 1.8 and currently none of the bigger mods are updated for 1.9).
Yes 1.7 is kind of 'outdated', but many modders are still focusing on 1.7.10 as it is absolutely stable and there's already a lot to work with.
To cut it short, yes mod development has to move on to recent versions of mc (1.9) but at this very moment the main modding scene is still on 1.7, so in my opinion you should continue with 1.7.10 until 1.9 can be considered a 'stable modding platform'.
PS: Any news on the 'energy-usage-front' ?
Ok. If i'm working on 1.7.10, of course it means i'm working on 1.9 at the same time (kinda).
Yup.
But i had to rewrite a little (big) part of the mod in order to implement it better.
Kinda spoilers, but in next update, first word of the only block currently in the mod, will make more sense.
Check out all my mods here: Link Removed!
Sadly, Invisi Zones is put on hold. Sorry.
Check out all my mods here: Link Removed!
Thanks everybody for over 3000 downloads!
Check out all my mods here: Link Removed!