• 1

    posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utility

    Thanks for reporting that.


    1.16.1.3
    should work again when connecting to servers

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Initial port to 1.15.1 is available on curse.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    A build for 1.14.3 exists and can be found on curse. Templates from 1.13.2 should be compatible. No, there is still no templates included.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I hate to sound pushy but, Mr Stryker, Would it be possible to release that update for 1.12.2 QuarterAnimal was talking about?
    I could really use those new functions for my mod pack.


    I have compiled and pushed the current 1.12.2 build to curse for you

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    For me? Not really. I will react to github issues (eventually) and probably curseforge comments too

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    One might even want to keep such a prepared "template world" in case MC or Forge decide to change everything again.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Well, have a release for 1.13.2


    https://minecraft.curseforge.com/projects/ruins-structure-spawning-system/files/2691187


    Working: Template parsing (for any block and tiles), template spawning by command, (tentatively..) randomly spawning in world, template rotation, chest loot tables (parse empty tables and get them filled with loot automatically).


    Not working: Ruins auto triggered command blocks, block spawn chance (always 100% now), block conditionals (no longer needed)


    Untested: Adjoining templates



    DOES NOT CONTAIN ANY TEMPLATES

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    The new syntax is the vanilla minecraft NBT scheme for 1.13. My only addition is the inclusion of TileEntity data inside the IBlockState nbt (denoted by the tag "ruinsTE") because i have to store both together.


    Properties:{level:"0"} is an IFluid state. Level 0 means ... full block of water/lava? Look up your minecraft metadata wiki of choice to figure out how that works. I am using vanilla methods for serializing and deserializing.

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Good news everyone!


    I have managed to perform the basic port of Ruins to Forge 1.13.2.


    [I will make a public release later, after I've investigated some features removed for now and possibly returning, like rotation...]


    On a minor note, no existing template will work with it.


    The only realistic avenue of moving configs over is, unfortunately, to place them all in a 1.12 or earlier world, load the save in 1.13, and use the ingame parser to get new format templates.


    Some examples of why this is unavoidable:


    unacceptable_target_blocks={Properties:{level:"0"},Name:"minecraft:water"},{Properties:{level:"0"},Name:"minecraft:lava"}


    rule1=0,100,{Properties:{half:"bottom",waterlogged:"false",shape:"straight",facing:"east"},Name:"minecraft:oak_stairs"}
    rule2=0,100,{Name:"minecraft:diamond_ore"}
    rule3=0,100,{ruinsTE:{x:-235,y:71,z:61,Items:[{Slot:0b,id:"minecraft:sign",Count:1b},{Slot:1b,id:"minecraft:oak_stairs",Count:1b},{Slot:2b,id:"minecraft:carved_pumpkin",Count:1b},{Slot:3b,id:"minecraft:bookshelf",Count:1b},{Slot:4b,id:"minecraft:diamond_ore",Count:1b},{Slot:5b,id:"minecraft:chest",Count:1b}],id:"minecraft:chest",Lock:""},Properties:{waterlogged:"false",facing:"west",type:"single"},Name:"minecraft:chest"}
    rule4=0,100,{Name:"minecraft:bookshelf"}
    rule5=0,100,{ruinsTE:{x:-234,Text4:"{\"text\":\"\"}",y:74,Text3:"{\"text\":\"\"}",z:60,Text2:"{\"text\":\"\"}",id:"minecraft:sign",Text1:"{\"text\":\"BEHOLD\"}"},Properties:{waterlogged:"false",facing:"north"},Name:"minecraft:wall_sign"}
    rule6=0,100,{Properties:{facing:"west"},Name:"minecraft:carved_pumpkin"}
    Posted in: Minecraft Mods
  • 263

    posted a message on [1.13.2] Dynamic Lights - portable and moving lightsources

    Announcing: The AWESOME update


    - rewritten from scratch to be a FML Coremod for Minecraft 1.4.2, requires Forge
    - boosted efficiency A LOT, I'm positive it cannot be done any better now :3
    - Dynamic Lights is now modular! See readme!
    - configuration files for Dynamic Light modules can now be found at /config/
    - global toggle Button can now be configured via Controls Menu


    For those of you that don't know what FML Coremod means...
    DRAG AND DROP INSTALL, YE GODS



    I'll just put the readme here. Marvel at it's glory.


    And you know the best part about this update?
    Its already available. Just re-download off the 1.4.2 Forge link :3









    Other videos




    This modification makes 'shining' items (default: Torch, Glowstone, Glowdust, Lit Pumpkin, Redstone, Lava Bucket, powered Minecart) illuminate everything around them if


    1) the player has them equipped (in hand/armor)
    2) they are dropped on the ground
    3) another player has them equipped in Multiplayer

    On top of that, burning Entities shine light, and Creepers about to explode light up!


    You may add any Item ID you wish as shiny item, via the settings file. Also supports armor items!


    Toggle button ingame:
    The key is "L". You can turn all dynamic Lights on/off with it. The button can be rebound using the ingame options.



    There is no limit to the number of lights you can create, note however they are fairly FPS-costly. You can disable modules to obtain better FPS!


    I recommend using Optifine for replacing Notch's funky render code with slightly less funky rendering code.


    The mod works in Multiplayer, yet is clientside, it cannot lag servers. Note however 'dropped' light sources will not necessarily prevent Mobs from Spawning, and neither will your handheld light.


    Note: DO NOT INSTALL THE COREMOD ON SERVERS! It will crash on load.




    Instructions:
    See readme in your downloaded file.

    Config Syntax help:

    How the config syntax works:
    [DynamicLights_thePlayer, DynamicLights_dropItems and DynamicLights_otherPlayers configs]

    * Possible setups:
    * X := simple ID X, wildcards metadata
    * X-Y := simple ID X and metadata Y
    * X-Y-Z := simple ID X, metadata range Y to Z

    There is a default value used as "setting", you can specify one by appending "=x" to the ID part

    Valid Entry examples:

    torch
    Torch minecraft id is "torch", will use the default light value (15)

    wool
    Torch minecraft id is "wool"

    wool-2=12
    Wool, magenta subtype (meta 2), will use a light value of 12

    wool-2-5
    Wool BlockID, accepts metadata range [2..5]

    golden_helmet-*-*=15
    Item ID range [314..317] covering golden armor, wildcarded meta/damage which means any value goes
    Also unnecessarily specifying the default light value of 15, you could leave =15 out aswell

    There no longer is numeric Block or Item id's. Use the string identifiers, google "Minecraft Data" to get a listing.


    Values that cannot be mapped to anything will be logged and ignored

    1.13.2 version at curse:

    https://minecraft.curseforge.com/projects/dynamic-lights/files

    Downloads moved to:
    http://atomicstryker.net/dynamiclights.php



    On Merged classes/mods and sourcecode:
    FML Coremod! Will not need merges <3 <3 <3



    To other modders: See sourcecode. Adding your own Dynamic Lights is easy.



    My other mods:

    Posted in: Minecraft Mods
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