• 4

    posted a message on [Forge][API][1.6.2] HudPlus - Expand your HUD! [Updated 10-11-2013; Now with a Suggestion-aire!]

    Description
    HudPlus is primarily an API so that other modders can easily integrate their hud components into the game. Secondly, HudPlus by default adds some "plus-ified"™ hud components (more information on that below).

    Downloads
    Latest Version - 1.0.0 (Direct)

    Older versions

    None as of yet

    "Plus-ified" Components

    Hotbar
    Description
    Pressing the L-control button (changeable in key bindings) brings up an extended hotbar which displays the two items above the one currently selected in the hotbar from the inventory. Then by pressing either the 'v' or 'b' key, will switch either the bottom-most or top-most item respectively.
    Screenshots

    Take note of the inventory


    Extended Hotbar displayed after pressing left-control


    And finally after pressing one of the two keys (in this case 'v')


    Health Bar
    Description
    This simple addition just makes it so that absorption hearts display over the normal hearts, not just above them.
    Screenshots



    Media

    Spotlights/Reviews

    None yet
    Other



    Source Code, Bug Reporting, and Suggestions
    The source code for this mod can be found on its github. If you find a bug and wish to report it, you can either post the error log here (be sure to use spoilers :P ), or you can submit it on the github. Similarly, if you have any suggestions for this mod, whether is be for "plus-ified" hud components, completely new ones, additions to API, etc, you can either post it here or on the github.

    Installation Instructions
    As with any other mod, make sure you have the latest version of Forge installed. It can be found here. Then simply drop the downloaded jar into the mods folder in your AppData .minecraft folder and you should be all set!

    License and Permissions
    This mod is released under the GNU Lesser General Public License. You have my permission to use this mod in your modpacks as long as I receive credit and the URL of this forum thread is provided.

    Suggestion-aire!
    Ok guys, I need your input.

    One of the final things I have to do before I release the new version is to make the plus-ified hotbar respond to the mouse wheel (yes, I figured out how to do it :) ).

    However this is the dilemma: I can only either
    a] use the mouse wheel input to allow you to select items from the extended hotbar, but you will not be able to scroll through the vanilla hotbar while it is active, or

    b] to scroll through the vanilla hotbar while the extended hotbar is active, but you will not be able to use mouse wheel input to scroll through the extended hotbar

    Please let me know what you think by commenting below.
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.6.2][Forge][200+ Dowloads] HotbarPlus - Your hotbar will no longer be overwhelmed by a myriad of tools!

    HOTBAR PLUS
    (for 1.6.2)

    Update!!
    This mod has been merged with my brand new mod, HudPlus! Any new updates will be performed on that mod and listed on that forum thread, so head on over and check out the new stuff!

    Description
    With all the new mods out there adding additional items, tools, and weapons, I found it to be very inconvenient (and often dangerous) to go into my inventory everytime I need to either change or replace one of the items on my hotbar. The solution is simple: Hotbar Plus.

    How-to Use
    With the press of a button (left control by default. Can be changed in key bindings), Hotbar Plus will display the two items right above the respective hotbar slot from the inventory. Then by pressing either the 'b' or 'v' key will switch the top-most or bottom-most item with the hotbar respectively.

    Download(s)
    Latest Version - 1.1.0; For Minecraft 1.6.2 - (Direct)
    Old Versions:
    1.0.0; For Minecraft 1.6.2 - (Direct)

    Screenshots


    Take note of the inventory
    " href="http://i.imgur.com/TyHW0cZ.png" rel="nofollow" title="">http://i.imgur.com/TyHW0cZ.png" width="" height="" alt="" />
    Extended Hotbar displayed after pressing left-control<br />
    <span rel="lightbox"><img alt="Posted Image" class="bbc_img" src="http://i.imgur.com/V3m73Ne.png" /></span><br />
    <br />
    And finally after pressing one of the two keys (in this case &#39;v&#39;)<br />
    <span rel="lightbox"><img alt="Posted Image" class="bbc_img" src="http://i.imgur.com/tQYQmXX.png" /></span><br />
    <br />
    <br />
    <strong><span style="font-size: 18px;">Mod Reviews/Spotlights</span></strong><br />
    Courtesy of WhuzzaBuzz (Huzzah! My first Mod Review!)<br />
    Quote from name=&»
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    <br />
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    <br />
    Courtesy of Slasherice<br />
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    <span style="font-size: 18px;"><strong>Installation Instructions</strong></span><br />
    As with any other mod, make sure you have the latest version of Forge installed. It can be found <a class="bbc_url" href="http://files.minecraftforge.net/" rel="nofollow" title="">here</a>. Then drop the downloaded jar into the mods folder in your AppData .minecraft folder and you should be all set!<br />
    <br />
    <strong><span style="font-size: 18px;">Bug Reporting</span><span style="font-size: 18px;"> and Source Code</span></strong><br />
    Should you encounter a bug or other problem with this mod, please go to this project&#39;s <a class="bbc_url" href="https://github.com/A...lux/HotbarPlus" rel="nofollow" title="">github</a> and file a report there. It will make it a lot easier on everyone if I don&#39;t have to go searching across a myriad of posts and other forums for issues to solve.<br />
    <br />
    <span style="font-size: 18px;"><strong>Suggestions</strong></span><br />
    Feel free to post any suggestions for this mod on this thread. In fact, I really encourage it! I know very well the imagination, creativity, and ideas of the Minecraft community!<br />
    <br />
    <strong><span style="font-size: 18px;">Changelog</span></strong><br />
    <span style="font-size: 14px;">Version 1.1.0</span></p>
    <ul class="bbc">
    <li><span style="font-size: 14px;">should work on servers now</span></li>
    <li><span style="font-size: 14px;">disabled the auto-toggle after selecting an item</span></li>
    </ul>
    <p><strong><span style="font-size: 18px;">License</span></strong> <strong><span style="font-size: 18px;">and Permissions</span></strong><br />
    This mod is released under the <a class="bbc_url" href="http://www.gnu.org/l...enses/gpl.html" rel="nofollow" title="">GNU Lesser General Public License</a>. If you want to have my mod in your modpack, simply ask by sending me a pm. It&#39;s not very often that I&#39;d say no <span rel="lightbox"><img alt="Posted Image" class="bbc_img" src="http://static.minecr...ault/smile.png" /></span></p>

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.2][Forge][200+ Dowloads] HotbarPlus - Your hotbar will no longer be overwhelmed by a myriad of tools!
    As requested, screenshots have been added.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct Suggestions
    Alright, so I have a few ideas/suggestions so I will try to organize them as best as I can. It's a bit of a read, so I've put each section in spoilers to make it easier.

    ABILITIES VS MODIFIERS

    One thing I noticed early on was that there were quite a number of materials, but the only thing that separated most of them was their durability and handle modifiers (to me the only material ability that matters is reinforced). This unfortunately limits even some of the earlier/easiest materials to just a few. My idea to fix this would be to change some of the modifiers into material abilities and develop some new ones. For example, maybe removing blaze powder as a modifier and instead add the ability to netherrack and/or ardite. Or giving some materials more than one ability, albeit at lower values.

    TIERED MATERIALS

    Something vanilla Minecraft does poorly, but some mods do really well, is progression. In fact one of the reasons I enjoy this mod so much is because of how it progresses so far. However, I want to make it explicitly clear that a well tiered system will do wonders for this mod. My idea would be to have tiers of materials and modifiers. Tier 1 would be the most basic and easiest to find materials such as netherrack, iron, and stone (I really don't think alloys should be in this tier). Tier 2 would be materials that require two other materials to make - alloys in essence. Some may require completely new materials, like Manyullyn does now, while others may use tier 1 materials. Tier 3 would obviously be the highest tier and would be comprised of alloys that require either three new materials, or a combination of tier 1 and tier 2 materials. For some ideas, look up alloys and fantasy metals in Wikipedia. It has a comprehensive list of known alloys and fictional metals that may inspire some content for this mod.

    The Smeltery should also need upgrades of its own to process some of the higher tiers of metals. What those would be exactly, I don;t know. I've thought a bit about it but unfortunately did not come up with anything except maybe including dross and/or slag somehow.

    Also, make early game materials still be relevant later in the game. This will most definitely be a challenge, but an easy way (though it should not be the only way) would be to require some early game material parts for some of the other recipes, like the iron tough tool rods for the napsack.

    SALVAGING/DISASSEMBLING

    Its been mentioned a few times already but I'd thought I'd elaborate on the idea of salvaging or disassembling tools, weapons, etc made with Tinker's Construct. Especially with the tiered system I've discussed, being able to salvage some of my previous components to make a similar tool with one piece replaced with a new material will really help with a smooth progression. I hope I am not the only one that has done this, but here have been times where I have regretted adding a modifier to a tool or weapon. Not that it was an accident, but more that I realized another modifier would have benefited me more. I would like to see a gui where is displays all the modifiers a tool, etc has in a slot next to the placed weapon. The modifiers would be shown as the material needed to add the modifier and ordered vertically. Modifiers that are stackable will show up as phantom items. Next to each modifier slot there will be a 'salvage' button which will give a chance to return the item used to apply the modifier and renew a modifier slot on the item. I will leave the ratio up to you.

    A similar process would apply to disassembling the tool as well. In a gui, the player will put the desired tool, etc in a slot and a button labeled 'disassemble' will appear. Clicking on it will disassemble the item, but only with a chance of returning each component and modifier.

    And finally, add an API so that other people can add their own materials should they so choose.
    Posted in: Mods Discussion
  • 1

    posted a message on Need help with Biom Error
    It seems one of your blocks isn't initialized with a material type. My guess would be that all your blocks don't have any material, but the first issue it encounters is your marble. Look in the Minecraft source code, in the Block.java file, to see how to give your blocks materials and which ones are available.

    Also, for large walls of text, use spoilers:
    "(spoiler)
    spoiler info
    (/spoiler)"

    then replace the parentheses '()' with brackets '[]', and it becomes:


    spoiler info
    Posted in: Modification Development
  • 1

    posted a message on Adding Sub-biomes To the Overworld
    To elaborate on what StormTiberius said, you'll want to add the following code to your main mod file

    @Init
    public void init(FMLInitializationEvent e) {
    //register event handlers
    MinecraftForge.TERRAIN_GEN_BUS.register(new TerrainGenEventHandler());
    }

    You'll have to create the TerrainGenEventHandler yourself, and maybe even rename it to something you'd prefer. Then in that class you'll need this code

    @ForgeSubscribe
    public void onInitBiomeGens(final WorldTypeEvent.InitBiomeGens e)
    {
    e.newBiomeGens = YourClass.getNewBiomes();
    }

    The event (e) returns an array (newbiomeGens) which you can override like above.

    Hope this helps!
    Posted in: Modification Development
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