Would it be possible for to add a generic ring, amulet and belt to your Baubles mod in your next update(s)?
I know you already have the Miner's Ring and associated recipe as part of the mod as a Bauble example.
I am not a developer but I would like to add Bauble items to my games.
The Loot++ mod allows me to take items from other installed mods (ring, amulet, belt in this case) and add potion/enchantment effects to them and include them in chest loot.
I just need a generic item included in the mod to work with.
I know you are a busy guy but if you could see your way clear to do this I would greatly appreciate it.
Thanks
Edit: or if any developers reading this thread are feeling froggy maybe someone could make a simple addon that adds those items to this mod?
saddles work, but putting horse armor on a nightmare, creates broken textures on the horse.
i tested in creative, and jumping into the nether crashed my game.
---- Minecraft Crash Report ----
// I feel sad now
Time: 12.03.15 13:31
Description: Exception getting block type in world
java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at flaxbeard.steamcraft.world.SteamcraftOreGen.generate(SteamcraftOreGen.java:26)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.World.func_147439_a(World.java:345)
at com.kentington.thaumichorizons.common.lib.NightmareTeleporter.moveToHole(NightmareTeleporter.java:97)
at com.kentington.thaumichorizons.common.lib.NightmareTeleporter.func_77185_a(NightmareTeleporter.java:27)
at net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld(ServerConfigurationManager.java:584)
at net.minecraft.server.management.ServerConfigurationManager.transferPlayerToDimension(ServerConfigurationManager.java:491)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.playerTravelToDimension(EntityNightmare.java:137)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.netherport(EntityNightmare.java:78)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.func_110206_u(EntityNightmare.java:58)
at net.minecraft.network.NetHandlerPlayServer.func_147357_a(NetHandlerPlayServer.java:781)
at net.minecraft.network.play.client.C0BPacketEntityAction.func_148833_a(SourceFile:51)
at net.minecraft.network.play.client.C0BPacketEntityAction.func_148833_a(SourceFile:9)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at flaxbeard.steamcraft.world.SteamcraftOreGen.generate(SteamcraftOreGen.java:26)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (16,73,16), Chunk: (at 0,4,0 in 1,1; contains blocks 16,0,16 to 31,255,31), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Stacktrace:
at net.minecraft.world.World.func_147439_a(World.java:345)
at com.kentington.thaumichorizons.common.lib.NightmareTeleporter.moveToHole(NightmareTeleporter.java:97)
at com.kentington.thaumichorizons.common.lib.NightmareTeleporter.func_77185_a(NightmareTeleporter.java:27)
at net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld(ServerConfigurationManager.java:584)
at net.minecraft.server.management.ServerConfigurationManager.transferPlayerToDimension(ServerConfigurationManager.java:491)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.playerTravelToDimension(EntityNightmare.java:137)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.netherport(EntityNightmare.java:78)
at com.kentington.thaumichorizons.common.entities.EntityNightmare.func_110206_u(EntityNightmare.java:58)
at net.minecraft.network.NetHandlerPlayServer.func_147357_a(NetHandlerPlayServer.java:781)
at net.minecraft.network.play.client.C0BPacketEntityAction.func_148833_a(SourceFile:51)
at net.minecraft.network.play.client.C0BPacketEntityAction.func_148833_a(SourceFile:9)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@119c9772
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
and one last addition, the jump bar of the nightmare is really difficult to use. when you hold space, the bar fills up entirely for a brief moment, and drops quickly below the 90% mark again. its not that much of a biggie, and if not intended could stay as a feature. takes a bit of practise to catch the jump.
by the way, since were creating steeds from hell already, would you consider the addition of thaumium and voidmetal horse armor?
this mod is getting better and better. i really want to try catching different creatures now, and turn them into a familiar via infusion.
Yeah the Jump bar is pretty annoying but you get used to it fast (plus the fact that's a vanilla feature so it would be difficult to fix that probably)
But what's stopping you from popping out of invisibility, doing what you want to do, then popping back in? It makes it a bit more cumbersome, but it doesn't really break the tactic.
EDIT: I figured out what my problem with the cloak was. It seems that on multiplayer servers, when another player is within render distance, the Traveller's Gear active abilities menu flat-out refuses to come up.
yeah but in that time a player could notice you and simply block up the room or mobs fling themselves at you as soon as you decloak, you can easily stay hidden with an invisibility potion through that whole thing without risks
So, I've been playing with this for an hour or two, and I have to say the recipes seem a little bit too cheap.
Enchanted Fabric normally takes a whole wool block + 4 string (that's 8 sting total) for 1 fabric. Your Bewitched Fabric? 6 string and less than half an ingot of nuggets for three. I understand that the spinning wheel is supposed to be more efficient, etc., etc., but it just doesn't make sense from a game design pov. Bewitched Fabric seems to be strictly better than Enchanted Fabric, but it's also strictly cheaper. I will say that the bag of tricks as a good number of slots, though. It just needs a bit of a higher price tag.
Also consider the Spectral Mantle. It costs a couple seconds in the Nether (to get netherwart), one stack (less than a stack?) of string, a pittance of nuggets, a carrot, and an ender pearl. And then less than half a jar's worth of essentia. This is for an item that lets you go invisible on demand. And doesn't even really take up an inventory slot. And doesn't need to be held to use it. And has unlimited uses. And makes you look cool. The material cost might be okay if the infusion cost was higher to compensate, but even then it feels way too easy to acquire.
EDIT: Nevermind the bit about it not working. I'm an idiot.
true it is a bit cheap but one of it's disadvantages is the fact you can't do anything while invisible, thus restricting the things you can do making an invisibility potion better for more options
next time post in mod discussion for these sorts of questions
anyway
1.it creates an entirely new dimension, you will not lose the nether or the end
2. the only incomparability between dimensions would be two dimensions having the same id which can easily be fixed by changing it in the mod config
3.it depends on the update, first you will need to wait for the mod to update and then unless it's a huge change it should be able to travel over
4. yes you can simply take the mods out of the mods folder for the prepackaged modpacks
5.it depends on the incomparability, although most of the time all you can do is give the mod author the crash report and how you managed to make the crash and wait until they make an update with the fix
6. you are correct in your assumption that new worldgen will only effect new chunks
Underground buried, or underground in a cave?
The description says that is likely to happen ... I figured it would. You can always run around in the caverns for a bit or jar it up dig back to the surface :P.
yeah it just makes it hard to get around which I imagine is the exact point of the horse
I realized when you spawn a mob in using the creative eggs and they have owner only abilities they don't have an owner and thus you can't really test some of them, if it's possible could you make it so when you spawn a mob in it's automatically yours?
also not sure if this is a bug but the nightmare has a habit of placing you underground when you return to the overworld
oh sorry, just saw the one and though "you know the curse widget has been stuck on the first of second version for a while and that was all 1's and a 0 in there somewhere, that person probably just downloaded directly from the widget without knowing that there were normal versions"
Hmm... The Thaumic Iconograph Box seems to have crashed my server when I tried to demonstrate what it did to a friend. After the crash, I did test to make sure it works in singleplayer and that the item that I was trying to take a picture of would work in singleplayer as well. Will have to see if I can bring the server up later though.
Using version 1.1.0 of the mod as well.
Here is the crash report from the server:
I like the mod. Thaumcraft has been the main focus for all my magic modpack, so i am always up for integrating other mods into thaumcraf. I have a suggestion, i like the bee breeding from magic bees, forestry & Binnies' mods however using the genetic machines seems out of place in a magic/thaumcraft modpack. My ideal is have thaumcraft-ish deceives that allow you to perform the same functions as the genetic machines but in a more thaumcraft/magical way.
ANd you are suggesting this for wg instead of mb because?
The steam overlay is obviously an indication when you're in the area. The hunger is applied gradually while you're in there.
Personally, I like to build a little bathhouse, with a small pool of purifying fluid and a sauna in the middle to fll the room with cleansing steam ^.^
steam overlay? I don't see any steam by the sauna is obviously glowing so it is apparently working, I've decided to hide the thing under my arcane pressure place since it's the only place where I can put it in the floor without too much of a glaring hole in my warding, does it work under them?
Yes it does, or at least I got it to work. Remember, when using decanting golems you must attach them to the block that you want to receive fluid, and mark the block you want them to take fluid from.
huh I did exactly that and it didn't work, maybe I'm attaching it to the wrong side or something
EDIT:I just thought of something, spiders ignore you when you use invisibility potions, why don't you have a look at how they do it and try something similar to get them to ignore you?
how do the percentages actually work? like my primordial gauntlet with berserkers braces give me %1100 but I don't really know how it get's that number out of +10 damage
1
0
Travellers gear adds a generic belt
0
Yeah the Jump bar is pretty annoying but you get used to it fast (plus the fact that's a vanilla feature so it would be difficult to fix that probably)
0
yeah but in that time a player could notice you and simply block up the room or mobs fling themselves at you as soon as you decloak, you can easily stay hidden with an invisibility potion through that whole thing without risks
0
true it is a bit cheap but one of it's disadvantages is the fact you can't do anything while invisible, thus restricting the things you can do making an invisibility potion better for more options
0
anyway
1.it creates an entirely new dimension, you will not lose the nether or the end
2. the only incomparability between dimensions would be two dimensions having the same id which can easily be fixed by changing it in the mod config
3.it depends on the update, first you will need to wait for the mod to update and then unless it's a huge change it should be able to travel over
4. yes you can simply take the mods out of the mods folder for the prepackaged modpacks
5.it depends on the incomparability, although most of the time all you can do is give the mod author the crash report and how you managed to make the crash and wait until they make an update with the fix
6. you are correct in your assumption that new worldgen will only effect new chunks
0
yeah it just makes it hard to get around which I imagine is the exact point of the horse
0
also not sure if this is a bug but the nightmare has a habit of placing you underground when you return to the overworld
0
0
oh sorry, just saw the one and though "you know the curse widget has been stuck on the first of second version for a while and that was all 1's and a 0 in there somewhere, that person probably just downloaded directly from the widget without knowing that there were normal versions"
0
Update the mod
0
ANd you are suggesting this for wg instead of mb because?
0
steam overlay? I don't see any steam by the sauna is obviously glowing so it is apparently working, I've decided to hide the thing under my arcane pressure place since it's the only place where I can put it in the floor without too much of a glaring hole in my warding, does it work under them?
0
huh I did exactly that and it didn't work, maybe I'm attaching it to the wrong side or something
EDIT:I just thought of something, spiders ignore you when you use invisibility potions, why don't you have a look at how they do it and try something similar to get them to ignore you?
0