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    posted a message on MineFantasy2 - Alpha
    Quote from Sirse»

    Second way - just add own horses, like hounds

    The "Steed" was planned. be best done when I can separate MF into smaller modular mods though. lessen the clutter and all that.



    Quote from syndicate25»







    I really think that he's got enough to work on as is, but maybe that's just me.

    hm, my free time is dying down again, but I'm sure this can be open sourced and maintained in one way or another.



    sorry for the Spam with messages but what is the purpose of coins? ( copper, gold and silver)


    what sirse said. the fact their just blank, empty items allows for them to be anything, provided a server has a mod/plugin for it.



    Quote from syndicate25»

    Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:


    recipes.addShaped( * 4, [[], []]);


    Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.


    unlike ingots, planks were harder to make compatible. first off, a material needs to be added (look at the material lists, its list a line of code). if the plank block has an ore dictionary as "planksX" it should work, but other mods don't do that, so it's not as easy.



    When will have compatibility with mine blade battlegear again?


    It kind of has, never really got to adding the stuff back though.


    Quote from Sirse»

    AP, why bars in creative registers twice?


    you mean in regular vanilla tabs or in the NEI tab? I know the latter registers funny but vanilla one worked fine i thought.

    Quote from Sirse»

    AP, which method i should use to add MF tools/armor?
    I registered new custom material with getOrAddMaterial method, MF create bars/hunks/etc, but not armor or tools

    UPD: Fail, all exist, but unregistred in creative tabs


    materials should be pretty easy to register, just need to know what to set the traits to. they only appear in tabs if their material has a corresponding "ingot" item though.
    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    not really worth the effort for that, horses are kind of lame anyway.

    How I do to forge ornate armor? Where I place the ornate crest? in the output when I forge anything?


    output slot, just place one crest there.
    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    will have more dungeons?


    to adress the first question with the goblins and orcs thing, I kind of filled that roll with minotaurs in dwarven strongholds. but not really going to add too much, best off if another mod took care of that.

    add forged horse armors with all metals, add NPCs, Hostile mobs,Passive or tameable mobs and new dungeons or NPC structures


    can't currently the horse armour is pretty unmoddable, it's just three prefixed skins and a direct reference to vanilla items for each, the armour items themselves serve no purpose, it's all the horse mob just changing its own skin and traits.
    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    Thanks, not sure how pull requests work though.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    yeh, I'm making coal dust burn at 180*, might add some other fuels designed for cooking.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    we can work that in later, the API may be chunky, but it allows a lot of stuff be worked in.


    but if the duneripper is "worthy" enough it may be added, I like to give a quality over quantity approach to mobs.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    Ah yes, forges are a lot hotter now by 10x normal, just made more sense for the metalworking side of things. but that nolonger makes then capable of cooking. firepit is still the same as usual, but cannot bake things properly. Anyway a new fuel source will be added that has a low burning temperature, designed for cooking. so in the future, baking requires a forge with this new fuel, while a firepit can still take care of standard frying things.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha
    Quote from basiliskboy»

    Could you perhaps make a template for costum mobs in your mod? like you have for armour, weapons and others.


    not really. each mob works on its own and vary greatly on how they work.
    what I do when making a new mob, is start simple (such as a zombie or spider copy) and one-by-one add features.
    Quote from Sirse»


    NBT bug still exist for Blast furnace (and, how i think, for many various tiles)
    Also, all cakes are burned


    lower the heat.
    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    what NBT bug fixes?

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha
    Quote from basiliskboy»


    I've advised you before to use Llibrary for easier and smoother animation.


    eh, no biggie. might just look about anyway, probably possible as is.


    Quote from Sirse»

    AP, you are forgot to validate furnace output. I test it only with furnace, but, think, it work with any tileentity
    To reproduce:
    1) Place 4 raw ore's (e.g.: gold) into furnace and smelt them into bars
    2) Don't take bars from output slots
    3) Just add any ore (e.g tin)
    4) You are will smelt more bar's of the first metal (gold)

    I think you are don't look, how to works compare methods, example:
    areItemStackTagsEqual - checks only NBT tags
    areItemStacksEqual - checks ItemStacks NBT, ID and meta data (item count also, i think)
    isItemEqual - checks only ITEM (not ItemStack) ID ant meta data

    Temp solution: inv[output].isItemEqual(res) && ItemStack.areItemStackTagsEqual(inv[output], res)

    Please, check all calls of isItemEqual methods and fix them, that bug brokes gameplay. Also, after fix, please, publish new version.
    Also, sorry for my english, i have no time to learn basics =\


    hm, yeh before the bars thing, that didn't matter, it's just about finding where they were.

    Quote from endryo»

    Dragon removed in the last update?


    nope. Different entity registry though. turns out the old system causes problems with some mods (especially in big modpacks). anyway it's pretty much not required. entity spawn eggs don't work so their gone though, have to make my own.


    Quote from RenKyoKrishna»

    Thanks! I have one more question. How do the damage types apply to non-MF armors? Are they rendered useless? Or do they just defend against each equally?

    they work just as normal. the cutting/piercing/blunt damages are just means of calculating what it may be depending on the source. when it comes down to it, its all the same. non-mf armours will just reduce it the same as normal.



    add some factions or kingdoms, and some Mythological beings


    yeh certainally out of the mods scope (for which is too large if anything). there's other mods that do the kingdom thing kind of well.
    mythological beings: kind of doing it, probably good not to do too many though.

    Quote from RenKyoKrishna»

    Are there any incompatibilities with this crafting system and Tinker's Construct?


    two different systems yeh. I've seen it done before though, not sure how it works. but if you want, I can allow some of the TC metal tiers be used in MF crafting, just need their name, basic stats in general and it may work.

    how to ornate armors?


    put a single ornate crest in the output slot of an anvil and craft something.
    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha
    Quote from RenKyoKrishna»

    How exactly does the armour list in the item registry work? Does it give armors ratings to different damage types?



    nah armour rating can only apply to MF items, has to be hardwired to the item. the config changes other things like the armour weight (light/medium/heavy).

    Quote from basiliskboy»

    with the dragon's animations, could you make a downwards flap animation for the wings?



    it's difficult, hard to really get it working. hardly noticeable considering their usually at such a far distance.

    Quote from Sirse»

    AP, strage console spam on player connection (serverside)
    http://pastebin.com/KTEimLPd



    that just makes no sense.. id have to look at that.


    So get this: both classes are in the same file and yet one doesn't seem to think the other exists, as well as that, i've not changed anything in there recently.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    Link in OP should work now.

    2.8.11 now out with all the fixes so far, and new item styles.

    *also research is nolonger required to make bars.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    Do you have "Iron Smithing" unlocked?

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha
    Quote from basiliskboy»

    I have a little issue, i used the latest version on a world where i had all the artificing research, and now most of my research is unlearned however i can still make high-tier material weapons and armour without their researches and i can't re-research them, what do you think may be causing this? and if you know no way to fix it should i delete my research file and start over again with researching?


    probably the packet when the client reads the server's stats. what it does is tries unlocking it so it can be displayed, but it may be prevented.
    What i'll do is change that a bit so it unlocks without needing to check prerequisites, meaning if the server has it unlocked for the player it will go straight to clients.
    Posted in: WIP Mods
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