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    posted a message on [SOLVED]Unique variables for item entities

    In minecraft, there exists only one instance of each Item. Thus, you can't use fields in the item's class for your purpose. Instead, you must use NBTTagCompound of the itemstack for storing and retrieving the "wash time".

    Posted in: Modification Development
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    posted a message on Taking mod requests and updates
    Quote from Spiralio»

    Hey Alexiy!


    I don't know if you saw my request... but if you did, I'm guessing it wasn't something that you wanted to do. Why is this? Thanks.


    Hi,
    I really didn't see your request. Where is it?
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    Ha, Tile Booster occured to be uncraftable and nobody mentioned that... Fixed.

    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    That looks like a cool mod idea whoever suggested it.

    But I hate to knickpick but how come your tilebooster for 1.12.2 won't work with 1.12.1 when it's the same underversion. I have some mods that are 1.12.2 that work in 1.12.1 so i was curious if it was the library or you have to do something different. No need to fix, just curious.

    It's good that you spotted it, I forgot to put one value in code which would accept all 1.12 subversions. Quick-fixed it and replaced the download.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from MoonFather»


    based on a reddit suggestion:
    two invisible entities - sandstorm and snowstorm would rarely spawn in ice plains, ice spikes, deserts and mesa biomes. they would be invisible but they would have a large whirl of sand/snow particles (those that appear below suspended sand blocks) going in circles around them.

    the entities would be small and just have a random wandering ai package. invincible and with no interaction with any block or other entity. they would have a timer and die off after 2-5 minutes (real time, pick a random value).

    troublesome part is, the indirect ("aura") effect, a few dozen blocks in radius - storms would spawn husks/strays every couple of seconds if there aren't too many in the aura radius (give strays a fire resistance effect with the same duration as the storm so that they don't burn in the sun), also give all entities (including undead) slowness I if too close (1/3 way into the aura circle?), extra points if you apply a vision overlay (like when wearing a pumpkin but different image).

    doable?


    Probably yes, I will take a shot at it.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    If you have time can you make a 1.12.2 version of the tile booster. It's not totally important but I'd rather have it than to manually alter the limits in the morefurnaces mod by it's config.

    Ok, I updated the mod, download is on the first page.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from Snipe13051»

    Thanks for fast response and try to backport.
    Mainly all immersive engineering stuff because they are such big structures and are to slow in performance in case of the size.

    I did some testing with the metal press. Turns out that Immersive Engineering machines have an operation speed limit, so tile booster doesn't work well with them. Anyway, I backported the mod, download is in the first post.

    This is setup I used to test:

    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates
    Quote from blahthebiste»

    Wow, been reading through this thread, and you're pretty amazing at cranking out prototypes for ideas. I have one that might be a bit of a challenge but unlike many of the other suggestions in here, is totally unique to my knowledge:


    A damage reflecting "mirror" mod: it adds one item to the game, a tall block that resembles a mirror. When you hit the mirror, say, with a sword, the damage is reflected back on you. If you shoot an arrow at the mirror, you take the damage. Preferably it would print the final damage number to chat, or display it on the block, or something (some form of feedback to tell the player how much damage they took other than looking at their own health bar.)


    What's the point of hitting yourself, you ask? Well, this mod would give you something of a partner for the "mmmmmmmmm" mod, or other "target dummy" mods, which allow players to test their damage numbers. None of the target dummy mods I know of can simulate all the things a player can use; runic shields from Thaumcraft, Bound Armor that is actually linked to a well supplied LP network, natural damage resistance from an Ars Magica affinity, that kind of thing. The mirror mod would allow you to see just how strong certain weaponry is against whatever armor or special defense items you are using.


    I suppose you should be able to turn the block off, so that if some sand falls on it you don't start suffocating 50 blocks away. I guess it depends how you decide to implement it, if you like the idea.


    EDIT: use whatever MC version you prefer, though I suppose the version with more mod support is ideal, since the more mods you add, the more useful this item becomes.


    This is a possible idea, but I'm currently working on a new mod, so can't tell when I will handle your request.
    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    Hey there. If mod requests are still being taken I'd like to request something I've missed for a while since the old days of Armor Movement mod.


    Pretty much, a life vest. Worn in the chest armor spot. Keeps you afloat.


    If possible, some means to activate it while under water to head up to the surface fast. Useful if your water breathing potion just ran out and you need to surface.


    For Minecraft 1.12.1




    Hi, I made a first version of you request - Life_vest-1.12.1-0.1.jar.
    It will pull you up when put in that slot. To toggle fast ascension, you have to hold it in hand and right-click. It will use durability and will pull you up twice as faster, but won't break the vest completely. The vest will stop working when out of durability. Not sure whether I should make it repairable, you decide.

    The vest is in the "Tools" tab.


    Also, Treasure has been updated to 1.12.1 and doesn't require Groovy from now on.

    Posted in: Requests / Ideas For Mods
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    posted a message on Taking mod requests and updates

    I don't fully understand this concept, can you show pictures or drawings how it would look like?

    Posted in: Requests / Ideas For Mods
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