Sorry, but this makes no sense.
Quote from the Russian wiki: "If the program (module, library) is considered as a black box, the API - is a set of "handles" that are available to the user of this box and that it can turn and pull."
I just use it as a sort of a library that other mods can use to allow integration... so if you will.. the other mods use the API to... something..
Enginering (one wolfram gear = one lvl, rly?), forgering.
And... how to craft training weapons? I can't wait next update
And players on my server farms flux from limestone with handpick. They just break and place one block of limestone cobblestone (they drops flux too)
Gears are just commodities, you still need something to use them for.
Lime cobble?.. don't think I made that drop anything... ofcourse leave it to servers to find out cheating methods..
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You could also nerf the exquisite loot (either what it contains or the chances to get one), cuz Dires are pretty easy to kill with decent equipment. I got 11 artisanry books out of one loot which is pretty op (oorrr nerf how much books can give you)
Problem solved. It turned out that one of the files in your mod was registered unknown function. No idea where it came from there, but I decided to take the source code from the repository and rebuild your mod. I do not know why all well but unknown function in an assembled mode has not disappeared. Then I just started as a project of your events. After I actually learned from Eclipse necessary to me a class and threw a jar file in your mod. Everything worked
It would be great if you updated repository on githab, though API. Thanks in advance ^ _ ^
I wanna download this, but I have no clue what this is about. Is there a description of what this mod does? So far I've only found the little detail in the intro.
I wanna download this, but I have no clue what this is about. Is there a description of what this mod does? So far I've only found the little detail in the intro.
hmm.. complicated question.. Sort of an overhaul of crafting, the main mod itself is based on making crafting items a game element in itself, rather than just using a crafting bench: Tools, Armours, etc need to be made on a variety of processes (usually involving physically hitting blocks with tools). There's also a bunch more items such as food (and stamina mechanics), Weapons (and combat mechanics), mobs (with varying AI).. well only 2 for now, and a few other misc decorative/functional things... I could really use a video describing it, but they get outdated fast...
yeah, but I still had to use the ingot mold to get it out of the crucible :|
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
Enginering (one wolfram gear = one lvl, rly?), forgering.
And... how to craft training weapons? I can't wait next update
And players on my server farms flux from limestone with handpick. They just break and place one block of limestone cobblestone (they drops flux too)
I just use it as a sort of a library that other mods can use to allow integration... so if you will.. the other mods use the API to... something..
Hm.. got rid of it anyway
Gears are just commodities, you still need something to use them for.
Lime cobble?.. don't think I made that drop anything... ofcourse leave it to servers to find out cheating methods..
Which trough is better, refined wood, or reinforced stone?
Wood
You could also nerf the exquisite loot (either what it contains or the chances to get one), cuz Dires are pretty easy to kill with decent equipment. I got 11 artisanry books out of one loot which is pretty op (oorrr nerf how much books can give you)
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
Were ment to be rare, Suppose Dires could have lessened loot though.
Yeh, I'm making ancient dragons drop exquisite loot, lessers only drop uncommon (with amount increasing)
Problem solved. It turned out that one of the files in your mod was registered unknown function. No idea where it came from there, but I decided to take the source code from the repository and rebuild your mod. I do not know why all well but unknown function in an assembled mode has not disappeared. Then I just started as a project of your events. After I actually learned from Eclipse necessary to me a class and threw a jar file in your mod. Everything worked
It would be great if you updated repository on githab, though API. Thanks in advance ^ _ ^
So the trough you can make out of sticks and seeds (and nails) is better than the one made with stone strengthened with obsidian?
Back when nails required steel it made more sense. But ya, I get what you mean.
AP, players on my server explode other entity's with mines and bombs. Can you add Forge or bukkit attack event support?
Yeh
Old news
Forge event support? I do use that quite a lot, what event do you mean?
I wanna download this, but I have no clue what this is about. Is there a description of what this mod does? So far I've only found the little detail in the intro.
Firing of LivingAttackEvent on mine's and bomb explosion.
hmm.. complicated question.. Sort of an overhaul of crafting, the main mod itself is based on making crafting items a game element in itself, rather than just using a crafting bench: Tools, Armours, etc need to be made on a variety of processes (usually involving physically hitting blocks with tools). There's also a bunch more items such as food (and stamina mechanics), Weapons (and combat mechanics), mobs (with varying AI).. well only 2 for now, and a few other misc decorative/functional things... I could really use a video describing it, but they get outdated fast...
Was just going to use normal axes,, or saws though
I can't seem to make crossbows, I have the parts in the table but it won't let me craft
did you unlock crossbow making in the research book?
Got to hit the block with a spanner
I am...
Question- I tried putting lava in a advanced forge and lighting it normally. Problem is, it didn't light. Am I missing something?
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