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    posted a message on Mob Death Messages

    That's pretty hard to do do, since I'd have to basically write my own version of the vanilla chat box. Maybe someday, though.

    Posted in: Minecraft Mods
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    posted a message on Mob Death Messages

    I added this functionality. Check the releases page on GitHub for the new version.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Additional Pipes (Teleport Pipes) - Updated! [Build Craft]

    The official forum thread for Additional Pipes is now on the Buildcraft Forum here.

    Sorry you're having trouble with the mod. Can you please post your crash log on Pastebin and send me the link?

    Lastly, I'm the one who made the recent releases. It says at the top.

    Posted in: Minecraft Mods
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    posted a message on [WIP] Equivalent Exchange Reborn

    Thanks, but on the code side Project E really is superior. The thing about Project E is that its behavior is close enough to EE2 that a lot of the time you can use the EE2 wikis here and here.

    Posted in: WIP Mods
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    posted a message on Mob Death Messages

    Ever since Minecraft upgraded its death messages, haven't you always wanted to see the other side of the story, how it looks to the mobs? Well, now you can. This mod prints death messages to the console for EVERY living thing that dies. It kind of resembles the kill feed of fighting games like TF2 and League of Legends.


    This mod also adds killing sprees for players and mobs, which display when someone gets lots of kills in a row. It sounds a bit odd, but trust me, it's pretty funny to watch.


    Screenshots

    See the attachments section, the forum is having trouble with these.


    Downloads

    Now updated for Minecraft 1.8!


    You can get releases of the mod over on my GitHub Releases Page. It only needs to be installed on the server, but if you want death messages in singleplayer, it works on the client too.


    About Death Messages

    By default, death messages will display for any mob that dies to a player, another mob, or an inanimate object. You can turn each of these categories on or off as you like in the config file. I'd imagine that they could also be useful for debugging mods with lots of entities, like OreSpawn and Mo' Creatures.


    About Killing Sprees

    Killing sprees will happen when any mob or player gets a certain number of kills in a row without dying, by default 8. There are four levels, similar to Awesomenauts: Killing Spree, Killing Machine, Legendary, and Awesome. Each level requires twice as many kills than the last one to reach, so Killing Machine would take 16 kills, etc. You also get experience for each level of spree. There are also dying sprees, which happen when a player dies many times in a row.


    Source Code

    This mod is open source, you can get the source at my GitHub Repo (my GitHub username is multiplemonomials).


    It also uses the open source library Evo Inflector to automatically make the names of mobs plural for killing sprees (e.g. "Creepers are on a Killing Spree!").

    Posted in: Minecraft Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    Sorry to say this, guys, but I'm stopping development of this mod.



    Don't despair, though, because there's a good reason I'm stopping: someone has already made the mod I'm trying to make! It's called ProjectE, and they're farther along on this project than I'll ever be. You should try it out, it's almost a complete recreation of EE2!



    I'm going to help out a little bit with ProjectE's development, and am also now maintaining Additional Pipes.
    Posted in: WIP Mods
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    posted a message on [1.6.4] [Forge] Additional Pipes (Teleport Pipes) - Updated! [Build Craft]
    No, there's no forum thread for it (yet). I was waiting for permission from tcooc, which I finally got about a week ago, and I haven't gotten around to it since.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Additional Pipes (Teleport Pipes) - Updated! [Build Craft]
    Um, actually you can ask me (my github username is multiplemonomials). I'm maintaining AdditionalPipes since tcooc is too busy to do it anymore. Oh, and the releases page (where ones after v4.0.0 are posted) is here.
    Posted in: Minecraft Mods
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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions
    Hi. I'm the dev of Equivalent Exchange Reborn. When I saw your mod, I realized that you have done everything that I was trying to do already, and probably better then my attempts as well. I'm really happy to see an EE2 replacement that is functional and accurate, so I'm wondering, do you want my help? I don't have experience with models and entities, but I can help with items, textures, and network code. Is there anything I can do to assist with the development process?
    Posted in: Minecraft Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    Guide for the custom EMC assignment GUI is on the wiki here.
    Posted in: WIP Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    Quote from 2000jf»
    1. What do the Energy Collectors?
    2. Could you ad a banner to show the mod to the world?
    3. You could automatically calculate the EMC of an item out of the crafting components (like in EE2) and so add support for nearly every item (except new ores etc.)

    1. They make copies of the item in the top slot from EMC extracted from the things in the bottom slots.
    2. There is a banner, look earlier in the thread.
    3. Pahimar's system already does that.
    Posted in: WIP Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    I'm not dead :) I'm working on an EMC setting GUI, but my life is super busy so progress is slow. Hopefully I can release it along with a red matter tool in a week or two.
    Posted in: WIP Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    You tried the one from post #31, right? It works fine.
    Posted in: WIP Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    Quote from Firex29»
    One thing I really wish had been added into EE2 was the abilty to add, remove and change EMC values for blocks and items. I host a small server and I want to be able to change the settings so it's as over or under powered as I like. If you could add this I think alot of people would prefer it as then they get to decide how they want to play.

    Just my two-penneth for the day!

    I really want to add this feature, however it gets into a much deeper issue: I don't understand Pahimar's EMC system. I mean, I understand the basic principles by which it operates, but in terms of what code does what, I've never taken a good look at it and am not sure I'd understand if I tried. From what I have seen, it seems like Pahimar meant to add this feature, but the code I have doesn't seem to support it yet. Then again, I remember someone making a git commit to his repository that a feature like this, I'll have to check it out.
    Quote from MinecraftTears»
    Awesome mod! I really wanted to try the condenser but tekkit wouldnt work and i couldnt downgrade to 1.2.5 so this really made my day! Thank you sooooo much!



    Btw i cant find the recipes anywhere :( on the original EE page the wiki expired, and on the wiki for reborn there isnt a section for recipes. There isnt really a "How to install" section on this forum too, that could be drawing people away. Also is there a overview of what all these things do? and how to use them?



    Thanks and i hope i didn't suggest too much :P

    Heh, yeah, documentation... doesn't really exist yet. I really need to work on that (only 3 more posts until I can edit my main post again). Adding an install section is a good idea, especially since it's not that clear that you need Baubles to make this work. I also see your point about the getting started guide, I remember, one morning in middle school, a long time ago, sitting there reading the EE2 Getting Started guide, enthralled by all of the things that you could do. In fact, that was probably one of the main reasons I started developing this.
    Posted in: WIP Mods
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    posted a message on [WIP] Equivalent Exchange Reborn
    So I finally learned how to do network-syncing properly (not as easy as it sounds, since there's practically no documentation out there about how to do this in 1.7), and now you get to enjoy the fruits of my labor. After two weekends practically booked solid with a particularly insidious school project, I'm now on Thanksgiving break, so I can give you..

    Release 0.5.1

    Changelog:

    Fix condenser shift-click dupe bug described to me via video (by the way, if you've got balance suggestions, just tell me in the thread; I'll listen and I want this mod to make players have to work to be OP)

    Fix condensers getting horribly out of sync when playing on servers, at the cost of them becoming very laggy (as in, network/ping lag, not overusing-resources lag)

    Fix calcinators getting out of sync, as well as not saving their state if you closed the game while they were burning

    Add a crafting recipe for the Red Matter Pickaxe

    Implement the Red Matter Pickaxe's right-click ability, Instamine (note that it can be disabled or made more expensive in the config file)

    Note that Red Matter Pickaxes in-world may disappear in the next update, since I'm changing them so I can add more Red Matter tools more easily

    Download: https://www.dropbox.com/s/j0g63p5vn0v6mhm/EquivalentExchangeReborn-1.7.10-0.5.1.jar?dl=0

    EDIT: Oops, forgot download link.
    Posted in: WIP Mods
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