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  • Clownfish
  • Registered Member
  • Member for 4 years, 11 months, and 14 days
    Last active Thu, Oct, 10 2019 08:26:30
  • 1 Follower
  • 22 Total Posts
  • 6 Thanks
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  • View Clownfish's Profile

    1

    Feb 17, 2018
    Clownfish posted a message on Gilly's Facility and Settlement: (Content for Ruins-mod)

    I love it! Thank you for sharing! I'm going to play with this more today.

    Posted in: Mod Packs
  • View Clownfish's Profile

    1

    Dec 29, 2017
    Clownfish posted a message on Working on this. Do you like it? do you know where's this from?
    Quote from kit01»

    @Clownfish Thank you!, I haven't seen those mods but I will go now and look for it. The cereal box it's actually a colored stained glass, I edited the model file turn it into the cereal box and the little cans surrounding it. The magazines are actually part of the table I did the same as the cereal box.



    Hey Kit01, you're very welcome! I look forward to any further images or files you share.
    Ahh, so you have modified the textures are created a resource pack right? How did you make the couches and the angled pillows on the couch?

    Yes, I think you'll really enjoy playing around with the DecoCraft and Little Tiles Mod.

    When you work with Minecraft and modify files or try mods out, do you use the "MultiMC" launcher. If not, you should highly consider using it. It's so easy to use, you can keep various versions of Minecraft for your modding pleasure (e.g. Play the newest vanilla Minecraft in one instance, make another instance with an older version of Minecraft and your favorite mods, and have a few variations of Minecraft you have modified resource packs on. Each instance, doesn't interfere with the others, they are easy to load up separately and take care of. My family and I have enjoyed using MultiMC for the past 5 years or more.

    Here are a few links for you:


    MultiMC (Best launcher for Minecraft!)
    Website: https://multimc.org/
    Forum: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/1262993-multimc-5-windows-linux-mac

    Also here are a few links for the DecoCraft and Little Tiles mods. You can read about them and download the files from both types of link, "Forum" (here on minecraftforum.net and "Curse" on the Curse Forge site. The "Curse" links are easier to download from and get updates on the mods.

    DecoCraft (Made by the Amazing RazzleBerryFox, who now makes models working for the main Minecraft Mojang team!)
    Curse: https://www.curseforge.com/minecraft/mc-mods/decocraft2
    Forum: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292016-decocraft-2-4-1-decorations-for-minecraft-updated
    YouTube:

    Little Tiles Mod
    Curse: https://www.curseforge.com/minecraft/mc-mods/littletiles
    Forum: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2408680-littletiles-v1-3-0-buildityourself-finally-updated
    YouTube:

    Creative Core Mod (Needed by Little Tiles Mod)
    Simply download it and drop it in the mods folder next to Little Tiles :D
    https://minecraft.curseforge.com/projects/creativecore

    I've got a good feeling either or both of these mods will add to the experience you are creating here. They both open lots of decorating potential in a minecraft game! You should be able to use them together with what you are already doing here.

    Enjoy!
    ~Splash~
    -Clownfish

    Posted in: Creative Mode
  • View Clownfish's Profile

    1

    Dec 26, 2017
    Clownfish posted a message on Jen's Journal (GTNH mod pack)

    Cool mod pack and thanks for sharing your adventure so far Jen! ^_^

    Posted in: Screenshots
  • View Clownfish's Profile

    1

    Dec 25, 2017
    Clownfish posted a message on Working on this. Do you like it? do you know where's this from?

    Very nice Kit01! I like the detail! How did you add the cereal box and magazines? Have you seen the Deco mod and the Little Tiles mod?

    Posted in: Creative Mode
  • View Clownfish's Profile

    1

    Dec 25, 2017
    Clownfish posted a message on Gilly's Facility and Settlement: (Content for Ruins-mod)

    Very nice Gillymoth! ^_^

    Posted in: Mod Packs
  • View Clownfish's Profile

    1

    Dec 24, 2017
    Clownfish posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]

    While you are waiting for an update everyone. Check out this similar mod, called "Little Tiles"
    http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2408680-littletiles-v1-3-0-buildityourself-finally-updated

    Posted in: Minecraft Mods
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  • View IronGolem20's Profile

    7

    Dec 10, 2017
    IronGolem20 posted a message on Ships, Pirates, & More | Ocean Improvements Part 3/3 (Updated Jan. 13th, 2018)
    Ocean Navigation

    If you haven't read Part 1 or Part 2, I really recommend you do. In a nutshell, Part 1 makes oceans larger and adds a sailboat, and Part 2 adds a lot of ocean animals and plants. Anyway, let's dive straight into this suggestion.


    Ships



    Structures


    Nope, we're not done yet! The sea needs to be interesting, so why not some special structures?


    Pirate Cove

    This would actually be a biome. It would usually be the location of buried treasure. Pirate Ships would often be near this biome. The terrain would be similar to oak forest mountains from Minecraft Beta, but with a lot more sand. The biome would be mostly broken up by the water. Sometimes there would be shipwrecks on in this biome, which would contain loot similar to the shipwrecks being implemented in the 1.14 update.

    Additionally, Pirate Coves would have a 25% chance of being filled with pirates. In this variation, there would be tents scattered everywhere in the cove, with greedy pirates ready to attack the player.


    Beach Villages

    Villages could now generate on beaches, where they would have docks. Merchant Ships would sometimes dock at these villages.


    Technical Stuff


    Probably the most used and most convincing argument against moving ships in Minecraft is how it would be implemented on the technical side of things. Though there are mods like Da Vinci's Vessels, they do prove many flaws in the idea of how moving ships would work.


    One of the major things is lag, and another (though not commonly mentioned) thing is how the ship creating would seem like it's in the game world. You could argue that ship-creating mods introduce gameplay that breaks immersion due to how you convert a structure into an entity. So, how can this problem be fixed?

    Individual Entities

    This sounds kind of crazy, but here me out. Instead of having one large, complex entity that would crash the game, we could have individual entities that a ship is made out of. Now, if every block in a ship was its own entity, there would be some issues. Though there wouldn't be a massive entity causing lag, there would be tons of small entities that would cause lag. So, I propose the ship be divided into "slices"– each of which would be part of the ship. Each slice would be 3 blocks thick, and would have a width and height determined by the ship dimensions. The game would know how to cut the "slices" by which dimension of the ship is longest.


    Disabling Redstone

    Since redstone on ships would be extremely laggy, all redstone dust, redstone torches, redstone repeaters, redstone comparators, and hoppers would not work and would instead emit a water splash particle effect.


    Block Limit

    As mentioned above, each ship would have a limit of 5,000 blocks total. If the ship is any bigger, placing or right-clicking the helm would give the message, "You may not sail now, your ship is docked or is too big." If your ship is attached to your house or dock by accident, this would of course also happen.


    Sinking

    If there is an open space in the ship next to water, the water would instantly fill up all air blocks of that layer (not "slice," layer) in the ship. I say instantly because running the normal water algorithm would be extremely laggy, and I am trying to avoid as many lag issues as possible. Since water would have a high "weight" it would cause the ship to sink.


    Fixing the Immersion Problem

    Most ship-creating mods make it pretty clear that the ship (when sailing) is a separate thing from when it is "docked," or sitting still. I don't think this would be the ideal way to implement ships in vanilla Minecraft, though; it would feel too immersion-breaking. To avoid this, three things should happen:


    1. The ship turns into an entity when the ship helm is there, not when you want it to move.

    This would mean your ship would feel the same from the moment you create it and onward, regardless if it is moving or not.


    2. You can build/mine on the ship, even when it is an entity.

    Similar to how armor stands can detect what part of it you're right-clicking, each "slice" of the ship can detect what block you're looking at. Thus, you would be able to place/mine blocks and use things such as doors.


    3. Ships take damage from explosions.

    Like mentioned above, each ship "slice" would be able to detect the hitbox of its individual blocks, just like an armor stand does with its parts. When a "slice" is in the range of an explosion, it would determine which of its blocks were in range of the explosion specifically, and then delete them from the data list if they don't have a sufficient blast resistance.


    Cannonballs

    Though similar to TNT, cannonballs actually only have the explosion power of a ghast fireball (which is 1) as opposed to the power of a TNT explosion (which is 4). Of course, unlike ghast fireballs, cannonballs do not start fires.


    Pirate Ships

    Pirates on pirate ships fire cannons when they detect a player, villager, or ship directly in front of the cannon. The cannonballs would be fired at the minimum range necessary to hit the target. When pirates are firing the cannons on their ships, they take 3 seconds to load and fire just like players do. If the difficulty is Easy or Normal, an extra second or half second would be added to this. The pirates would also have an unlimited supply of shots similar to how skeletons have an unlimited supply of arrows.


    Conclusion

    Many features have been added to Minecraft over the years. Some small, some large; some game-changing, some useless. While features of all shapes and sizes can improve the game, I think features that give the player more options and more things to play around with can improve Minecraft in ways smaller features just can't. At the end of the day, which would make the game better: a new dungeon, or a new tool to play around with?


    It is because of this and other reasons that I believe player-built ships would be a wonderful addition to Minecraft. I hope that I have proposed a balanced and reasonable method of implementing this, and I hope that you enjoyed reading.


    Changes

    Cannons are now much more balanced. (Suggested by MinecraftPROFESSIONAL123.)

    Pirates can now go on other ships.

    Merchant Ships now have a few cannons for self-defense. (Suggested by steam66.)

    Pirate Coves now have a chance of being tent-filled. (Suggested by steam66.)

    Posted in: Suggestions
  • View Uristqwerty's Profile

    227

    Oct 21, 2011
    Uristqwerty posted a message on CraftGuide v1.7.1.1




    Dear future visitors
    With the Minecraft Forum going read-only soon, I want to at least leave a link off-site so that you can find your way to more current discussions. I'll try to edit links into this post as long as I'm able, though eventually you'll need to check the mirrors if you want up-to-date information.


    Downloads


    • CurseForge - https://www.curseforge.com/minecraft/mc-mods/craftguide
    • CurseForge project page - https://minecraft.curseforge.com/projects/craftguide
    • uristqwerty.ca - https://uristqwerty.ca/mods/craftguide/

    Source code


    • Github - https://github.com/Uristqwerty/CraftGuide
    • uristqwerty.ca - https://uristqwerty.ca/mods/craftguide/src/

    Discussions


    • Minecraft Forum (soon to be read-only) - https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1277913-craftguide-v1-7-1-1
    • CurseForge comments - https://www.curseforge.com/minecraft/mc-mods/craftguide
    • CurseForge project page comments - https://minecraft.curseforge.com/projects/craftguide

    Mirrors of this list
    • Github - https://github.com/Uristqwerty/CraftGuide/wiki/Links-to-other-sites-and-discussions-about-the-mod
    • uristqwerty.ca - https://uristqwerty.ca/mods/craftguide/links.html



    CraftGuide: Quick access to a list of every crafting recipe in the game!

    Quick links

    • Download
    • Changelog
    • Modpack permission
    • Video permission
    • Source code
    • API

    It was created as a result of how useful Risugami's RecipeBook is, but how quickly it became a hassle to navigate once you have a hundred pages at the time. RecipeBook has improved greatly since then, though. (In my opinion, the single greatest change was the addition of the scroll wheel as a way to navigate quickly)



    To create your own, just place a crafting table in the centre of a crafting grid, put a piece of paper in each corner, and fill in the edges with four books. There is also a keybind to open it without needing an item (defaults to G), which works even if you are playing on a server that doesn't have it installed.

    Other useful features include small recipes as well as shapeless recipes having a visually distinct bsckground. Additionally, you can click on an item in a recipe to filter the displayed recipes so that only ones that require or produce that item will be shown (In this case, books). Use the clear button to go back to seeing them all.



    One of the more recent features is a searchable list of items, to quickly filter out unrelated recipes.

    Just right click while holding it, to see every crafting recipe in the game.

    To navigate the list, you have a few options:
    -The scroll bar: Just click on the slider, and drag it up or down to quickly scroll through the list.
    -The up/down buttons: Quickly navigate one or ten pages at a time with the buttons above and below the scroll bar.
    -Keyboard shortcuts: Arrow keys, page up, page down, home, and end can all be used if you prefer a keyboard over a mouse. Up/Down arrow keys scroll one line at a time, Left/Right and Page up/Page down go by pages, and Home/End can be used to immediately jump to the start or end of the list.
    -Mouse wheel: If you have one, just spin it to immediately scroll the list! Number of lines scrolled can be configured to suit your preferences.
    -Shift: Holding shift while scrolling will multiply the movement by ten!

    At the end of the list, you will also find furnace recipes! Only ones that work in a regular furnace, though, and not any special furnace types added by a mod that specifically have their own separate set of recipes, unfortunately.

    Some items show a * over the top right corner. That means that it will accept any variation of that item (for example, wool colour or tool damage). Others, with a small F in the top left, represent things in the Forge ore dictionary, which allows mods to use items like copper and tin in their crafting recipes, and have the recipes accept similar resources from *other* mods. A more technical description is that items that show the * accept anything with a specific item ID, even if the data values are different, while ones that show an F accept any specific items that different mods have declared interchangable (each of which may or may not accept any data value).



    At the bottom left corner, there is a small triangle. Clicking and dragging it will allow you to resize the entire GUI. This is especially useful if you have a lot of space around the edges, allowing you to see often four or more columns of recipes at once.

    Future plans:
    Right now, I'm working on a fairly significant rewrite, to make it easier to set the appearance of things (anyone wanting to re-skin CraftGuide will be extremely happy), and more distant plans include adding an in-game settings menu so that anything in CraftGuide.cfg can be easily changed, without needing a text editor, or having to restart Minecraft to see the effects. Also, at some point I should really add a way to create a custom list of recipes, such as things that you often use, as a quick reference.

    Installation:

    1. If you don't have it yet, install either Minecraft Forge, or LiteLoader. I haven't tested it with every version, but it probably works for most of the recent ones. As of 1.6.1, CraftGuide only requires FML, which is included in Forge and also available as a standalone download.
    2. Download a CraftGuide version for whichever loader you chose.
    3. Place the downloaded .zip or .litemod file into .minecraft/mods/

    Current version: 1.7.1.1 (No relation to the Minecraft version)

    General Download Pages:

    • Curse.com
    • uristqwerty.ca (Experimental)

    Minecraft 1.7.10, 1.8.9, 1.9.4, and 1.10.2 (and maybe miscellaneous versions in between):


    • There are currently no alternate download links. Try one of the General Download Pages listed above.

    Other downloads

    Minecraft 1.7.10:
    • CraftGuide 1.6.8.1 for Forge: Curse.com (no AdF.ly), AdF.ly/CurseForge, AdF.ly/MediaFire
    Minecraft 1.7.2:
    • CraftGuide 1.6.8.2 for Forge: Curse.com (no AdF.ly), (other downloads not linked yet)
    • CraftGuide 1.6.8.1 for LiteLoader: AdF.ly/MediaFire
    • CraftGuide 1.6.8.1 for Forge: Curse.com (no AdF.ly), AdF.ly/CurseForge, AdF.ly/MediaFire
    • CraftGuide 1.6.8.0: AdF.ly/MediaFire
    • CraftGuide 1.6.7.5: AdF.ly/MediaFire, AdF.ly/DropBox, CurseForge
    Minecraft 1.6.4:
    • CraftGuide 1.6.7.5: AdF.ly/MediaFire, CurseForge, AdF.ly/DropBox
    • CraftGuide 1.6.7.4: AdF.ly/MediaFire, AdF.ly/DropBox
    Minecraft 1.6.2:
    • CraftGuide 1.6.7.4-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.4: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.3-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.3: AdF.ly/MediaFire, AdF.ly/DropBox
    Minecraft 1.5.2:
    • CraftGuide 1.6.7.3-noloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.3-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.3: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.2-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.2: AdF.ly/MediaFire, AdF.ly/DropBox
    Minecraft 1.5.1:
    • CraftGuide 1.6.7.1-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7.1: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.7: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.6-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.6: AdF.ly/MediaFire, AdF.ly/DropBox
    Minecraft 1.5.0:
    • CraftGuide 1.6.6-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.6: AdF.ly/MediaFire, AdF.ly/DropBox
    Minecraft 1.4.6 (and 1.4.7):
    • CraftGuide 1.6.6-modloader: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.6: AdF.ly/MediaFire, AdF.ly/DropBox
    • CraftGuide 1.6.5.12-modloader: AdF.ly
    • CraftGuide 1.6.5.12: AdF.ly
    Minecraft 1.4.5:
    • CraftGuide 1.6.5.11-modloader: AdF.ly
    • CraftGuide 1.6.5.11: AdF.ly
    • CraftGuide 1.6.5.10-modloader: AdF.ly
    • CraftGuide 1.6.5.10: AdF.ly
    • CraftGuide 1.6.4.9-modloader: AdF.ly
    • CraftGuide 1.6.4.9: AdF.ly
    Minecraft 1.4.4:
    • CraftGuide 1.6.3.8-modloader: AdF.ly
    • CraftGuide 1.6.3.8: AdF.ly
    • CraftGuide 1.6.3.7-modloader: AdF.ly
    • CraftGuide 1.6.3.7: AdF.ly
    Minecraft 1.4.2:
    • CraftGuide 1.6.2.6-modloader: AdF.ly
    • CraftGuide 1.6.2.6: AdF.ly
    • CraftGuide 1.6.1.5: AdF.ly
    • CraftGuide 1.6.1.4: AdF.ly
    • CraftGuide 1.6.1.2: AdF.ly
    Minecraft 1.3.2:
    • CraftGuide 1.6.0.1; Forge version: AdF.ly
    • CraftGuide 1.5.2; Forge version: AdF.ly
    • CraftGuide 1.5.1; Forge version: AdF.ly
    • CraftGuide 1.5.1; Modloader version: AdF.ly

    Mod packs and distribution:
    Yes. You may include any version of CraftGuide in any modpack.


    Videos (and other things):
    Yes. You may use CraftGuide in any videos, blog posts, screenshots, podcasts, school courses, university courses, political speeches, religious speeches, novel-length works of fiction, novel-length works of non-fiction, animated feature-length movies, and anything I failed to list earlier that you create or assist in the creation of.


    Things for Minecraft 1.2.5 and older

    Installation (CraftGuide 1.5.0):
    1. If you don't have it yet, install Minecraft Forge. I have only tested with 3.3.7.135 and 3.3.8.152, but I suspect it will work for everything later than *.*.*.127.
    2. Download CraftGuide
    3. Place the downloaded .zip file into .minecraft/mods/
    4. Optional: Download an Extra or two! You'll probably want CraftGuide Inventory Search, if you'll be playing SMP with mods, or just don't care to craft an item and carry it with you everywhere.
    Installation (CraftGuide 1.4.4 and older):
    1. If you don't have it yet, install Risugami's ModLoader
    2. Download CraftGuide
    3. Place the downloaded .zip file into .minecraft/mods/ -or- copy the contents of the .zip file into your minecraft.jar
    4. Optional: Download an Extra or two! You'll probably want QuickGuide, if you'll be playing SMP with mods, or just don't care to craft an item and carry it with you everywhere.
    Previous versions:
    Minecraft 1.2.5:
    • 1.5.0 AdF.ly/DropBox
    Minecraft 1.2.4 and 1.2.5:
    • 1.4.4: AdF.ly/DropBox
    Minecraft 1.2.3:
    • 1.4.4: AdF.ly/DropBox
    • 1.4.3: AdF.ly/DropBox
    Minecraft 1.1.0:
    • 1.4.3: AdF.ly/DropBox, Direct Link
    • 1.4.2: AdF.ly/DropBox, Direct Link
    • 1.4.1: AdF.ly/DropBox, Direct Link
    • 1.4.0: AdF.ly/DropBox, Direct Link
    Minecraft 1.0.0:
    • 1.4.0: AdF.ly/DropBox, uristqwerty.ca
    • 1.3.1: AdF.ly/DropBox, uristqwerty.ca
    • 1.3.0: AdF.ly/DropBox, uristqwerty.ca
    • 1.2.2: AdF.ly/DropBox, uristqwerty.ca
    Minecraft Beta 1.8.1:
    • 1.2.2: AdF.ly/DropBox, Direct Link
    • 1.2.1: AdF.ly/DropBox, Direct Link
    • 1.2.0: AdF.ly/DropBox, Direct Link
    • 1.1.0: AdF.ly/DropBox, Direct Link
    • 1.00 AdF.ly/DropBox, Direct Link
    Extra:
    Here are some optional mods that enhance the abilities of CraftGuide. Note that you already need a compatible version of CraftGuide for them to do anything (except crash, for some of them), these just add to it.

    CraftGuide Inventory Search:
    This works like QuickGuide, except it has the added feature that, if you have an inventory open with your cursor over an item, pressing the CraftGuide key will open CraftGuide, automatically filtering to that item.

    • CraftGuideInv for Minecraft 1.2.5 (Direct Link)

    QuickGuide (Only for CraftGuide 1.4.4 and earlier):
    Adds a configurable key to open the crafting guide screen without needing a special item. Works in SMP. This provides an early SMP option (no server mod required!), as well as giving you a choice of how you use it, wither as an actual item, or merely a quick reference that you don't have to change windows to a web browser to use. (Note: In SMP, it shows every recipe from mods that YOU have installed, not what the server has)

    • QuickGuide for Minecraft 1.2.4 and 1.2.5 (Direct Link)
    • QuickGuide for Minecraft 1.2.3 (Direct Link)
    • QuickGuide for Minecraft 1.1.0 (Direct Link)
    • QuickGuide for Minecraft 1.0.0 (AdCraft, AdF.ly, Direct Link)
    • QuickGuide for Minecraft Beta 1.8.1 (AdCraft, AdF.ly, Direct Link)

    BrewGuide:
    Adds every potion brewing recipe it can find (anything that can be reached from water, with any combination of ingredients). Warning: VERY thorough, it adds nearly 1000 recipes on it's own, with only the ingredients found in unmodded Minecraft!

    • BrewGuide for Minecraft 1.2.4 and 1.2.5 (Direct Link)
    • BrewGuide for Minecraft 1.2.3 (Direct Link)
    • BrewGuide for Minecraft 1.1.0 (Direct Link)
    • BrewGuide for CraftGuide 1.3.0 and up (AdCraft, AdF.ly, Direct Link)

    CraftHide (Has no effect on CraftGuide 1.5.0):
    With this, you can exclude all recipes containing (a) specific item ID(s).
    Note: For more advanced users, as you will have to add 256 (or 2048) to item IDs, because Minecraft bumps them all up to make room for block items. First try +256, it should be the one that most people need.

    • CraftHide for Minecraft 1.2.4 and 1.2.5 (Direct Link)
    • CraftHide for Minecraft 1.2.3 (Direct Link)
    • CraftHide for Minecraft 1.1.0 (Direct Link)
    • CraftHide for CraftGuide 1.3.0 and up (Direct Link)

    For other modders:
    I'm starting to work on an API (probably misunderstanding the definition of "API", though). It isn't anywhere close to complete, so I might end up renaming anything at any time.

    For now, though:
    Reflection API:
    If you don't want to include any files at all, you can use reflection to do some simple tasks.
    Right now, "net.minecraft.src.CraftGuide.ReflectionAPI" has a static method "public static void addFilter(Object callback)" that can be used to register an object that gets a chance to decide if each recipe should be discarded. To do so, it must have a method "public Boolean allowRecipe(ItemStack[] recipeItems)" or "public Boolean allowRecipe(ItemStack craftingType, ItemStack[] recipeItems)"

    More capabilities will be added as requested or whenever I feel like it.

    Regular API:
    Turns out the old one was broken. So, a heavily altered (and working) API: download (1.3.0 and up), download (1.4.0 and up), download (1.4.3 and up) (only change was removing some imports that shouldn't have been there in the first place), download (1.4.4 and up)

    Well, you'll need to use reflection to inform CraftGuide that your mod provides and/or filters recipes, though the API includes a class you can extend that does it for you.

    Using the provided class, you just extend it, implementing IRecipeProvider, IRecipeFilter, and/or IRecipeFilter2, and create an instance of your class. The base class will automatically register itself with CraftGuide (if it exists, otherwise silently do nothing), and will be called at the appropriate time(s) based on what interfaces it implements.

    One working example would be BrewGuide, which uses the API to add all brewing recipes (that it can find) to CraftGuide. You can get it's source here.

    Changelog:

    -1.6.8.2
    • Bugfixes
    • Theme cycle button
    • Itemlist NBT support
    -1.6.8.1
    • A Bugfix
    • Now also has LiteLoader version
    -1.6.8.0
    • Improved BuildCraft, IC², and Extended Workbench compatibility
    • Better support for .lang files
    • Config page!
    • Texturepacks have more control over item appearance (default icon tinted blue directly rather than in code)
    • A bugfix or two, as usual
    -1.6.7.5
    • Updated compatibility with IC2 and GregTech
    • Added more GregTech machines
    • Fixed more bugs
    • Uses that item name thingy so that it won't be lost when updating to Minecraft 1.7
    -1.6.7.4
    • Bugfixes. Lots of bugfixes.
    • Buildcraft assembly table and refinery recipes
    • GregTech lathe and plate cutter recipes
    • Extra config options: default keybind and theme debug output
    • Did I mention bugfixes?
    • There are probably still bugs that need to be fixed, though.
    -1.6.7.3
    • Bugfixes
    • Minecraft 1.6.2
    -1.6.7.2
    • Bugfixes
    • Extended Workbench recipes
    • GregTech plasma generator
    • IC2 Massfab amplifier value in tooltips
    • Variable row heights (having a few taller than average recipes won't affect ALL of the rows)
    -1.6.7.1
    • Fixed some bugs (and procrastinated a lot)
    -1.6.7
    • Lots of bugfixes
    • Lots of GregTech machines
    • Removed Depreciated APIs
    -1.6.6
    • More GregTech machines
    • Performance enhancement with GregTech and text searching
    • Bugfixes
    • A little more network code for BWR.
    -1.6.5.12
    • Show furnace, IC2 generator, and IC2 storage/power values for appropriate items in tooltips
    • Include recipes for the serverside BTW mod "Better With Renewables". Only shows if a config option is set or if a message from BWR is detected on connect.
    -1.6.5.10
    • Fix: Shows IC2 shapeless recipes (were overlooked originally)
    • Added GregTech Implosion Compressor recipes.
    • GregTech fusion reactor recipes show initial startup EU cost
    • GregTech blast furnace recipes show required temperature
    -1.6.4.9
    • Added IC2 and GregTech recipes
    • Two new slot implementations in the API. One adds additional probability information (may be useful for Railcraft, Factorization, and Thermal Expansion recipes, among others), and one for IC2 EU
    • Bugfixes and polish
    -1.6.3.8
    • Fixed a bad crash.
    -1.6.3.7
    • Internal reorganization, now it is set up to make both the FML and modloader versions at the same time
    • Updated for Minecraft 1.4.4
    • BTW recipe support added to main build (previously was a separate build, posted elsewhere)
    -1.6.2.6
    • Various bugfixes (appeared in 1.6.1.3 through 1.6.1.5)
    • Finally added toggles for whether it searched for items in the input, output, and/or machines of a recipe.
    • Added to the API, just a little bit.
    -1.6.1.2
    • Texturepacks can override/add themes
    • Cleaned up existing themes, removing the test ones.
    • Added a "dark" theme. Currently the only way to use it is to edit .minecraft/config/CraftGuide/themes/currentTheme.txt, and change the text from base_texpack to dark. It is checked every time you open CraftGuide, so you don't need to restart Minecraft.
    • Added a lot more options to themes, they can specify quite a bit more now.
    -1.6.0.1
    • Added a fourth number to the version. This automatically increments whenever I create a non-test-build build of CraftGuide (such as for minor bugfixes)
    • Text searches: On the item list, after you have typed a few letters, press enter or click the extra entry that appears to search for text rather than any specific item
    • Added color to the resize handle, hopefully making it easier to notice (since it seems that some people never realized it was there, and it's a fairly significant part of what makes CraftGuide unique compared to other recipe viewers)
    • First official version to include the finished new API. The old API still mostly works, and so does the WIP API, so that mods that interacted with CraftGuide continue to work unmodified.
    • New theme system, making it easier to change how CraftGuide looks without replacing the images in the .zip. At the moment, it isn't quite used for everything, yet, but that will change over time.
    • Option to disable the keybind
    • Moved the config file, the themes/skins, and CraftGuide.log. Now all of them are placed in .minecraft/config/CraftGuide/, so that they don't clutter the rest of the minecraft directory.
    -1.5.2
    • A lot of changes to the WIP API, finally most of it has an effect
    • Fixed a few bugs
    -1.5.1
    • Quick port to Minecraft 1.3.2
    • Better visual feedback for type selection
    • BrewGuide and QuickGuide functionality included in main mod.
    • Removed RP2 Alloy furnace support (temporarily, until I can test it against a 1.3.2 RP2)
    -1.5.0
    • Various bugfixes (Tooltip sometimes drawing behind other things, sometimes being too wide, items that draw as ERR or have no text for data -1 try data 0, perhaps others)
    • Removed fake key repeat, now uses LWJGL's
    • Option to always show ID and data values for items
    • Support for the newer forge ore dictionary format
    • Moved everything to a new package (Left the old API behind, plus some code to let it continue working even though I'm going to be making significant changes to the new one)
    -1.4.4
    • API change: Added javadoc
    • API change: Added two new classes, allowing larger (or smaller) recipes (yay, 4x4 crafting grid support!), and a way to force CraftGuide to reload all recipes, if your mod adds, removes, or alters them during the game.
    -1.4.3
    • Include Forge metadata-sensitive smelting recipes when present
    • Some other small changes
    -1.4.2
    • Fixed two more bugs
    -1.4.1
    • Various bug fixes/stability improvements
    • A clear button to quickly clear the item list search
    -1.4.0
    • various small changes/fixes
    • experimental feature: RP2 alloy furnace recipes.
    • Item list for quickly setting the filter
    • Text search for item list
    • Some button tooltips
    -1.3.1
    • Doesn't crash when given a recipe using an item that doesn't exist
    • The entire GUI can be resized by dragging the lower right corner.
    -1.3.0
    • Default scroll wheel rate is now one page rather than one row
    • Default item ID changed
    • Changing the item ID actually works (oops!)
    • Changed the API. The reflection API is still the same, however
    • Recipes are now associated with an item type that is used to craft it
    • Can show/hide recipes by associated crafting type
    • The left side is finally getting some use, with buttons to change between various views.
    • Lots of internal changes.
    -1.2.2
    • Shows the filter item, when there is one
    • Filtering works a bit better (Technical: Properly treats damage -1 as a wildcard value)
    • Shows a * over any place an item will accept any damage value
    • API work
    -1.2.1
    • Bugfix: output quantities weren't showing.
    -1.2.0
    • Filtering
    • Different backgrounds for small (2x2 or less) and shapeless recipes
    • Recipe under the mouse visually changes to a different background
    -1.1.0
    • Remembers where you were when you closed the book
    • Furnace recipes
    • Row number indicator
    • Massive internal changes to make later ones easier
    -1.00
    • Initial release

    Upcoming changes:
    -planned

    • Advanced filtering
    • Saving favourites for quick viewing
    • Perhaps a close button?

    -still in progress

    • Major rewrite of internal stuff.

    Source:
    If you want to make a custom version of CraftGuide, use bits of its code, or just see how it works, you can find the source code on Github.
    If you want to use some (or all) of it in your own project, you are free to do so, though it would be nice if you mentioned CraftGuide in a text file or somewhere else where someone can find it.


    API:
    You can find the current source of the CraftGuide API on Github. It can be used to add, remove, or alter the recipes displayed by CraftGuide (not actually affecting crafting, just what is shown in the CraftGuide GUI).

    A JAR containing just the API (source and non-obfuscated binaries) is also available: CraftGuide_API.jar

    If you need help using it, or have ideas on how to improve the API, please send me a PM or some other form of communication.


    Direct links:
    If you don't want to use an AdF.ly link, you can get some versions directly (bit.ly'd for statistics only):

    No loader:

    • CraftGuide no loader for Minecraft 1.5.2 (MediaFire mirror)

    LiteLoader:

    • CraftGuide 1.6.8.1-liteloader for Minecraft 1.7.2 (MediaFire mirror)

    FML/Forge:

    • CraftGuide 1.6.8.1 for Minecraft 1.7.2 (MediaFire mirror)
    • CraftGuide 1.6.8.0 for Minecraft 1.7.2 (MediaFire mirror)
    • CraftGuide 1.6.7.5 for Minecraft 1.7.2 (MediaFire mirror)
    • CraftGuide 1.6.7.5 for Minecraft 1.6.4 (MediaFire mirror)
    • CraftGuide 1.6.7.4 for Minecraft 1.6.2 and 1.6.4 (MediaFire mirror)
    • CraftGuide 1.6.7.3 for Minecraft 1.5.3 (MediaFire mirror)
    • CraftGuide 1.6.7.3 for Minecraft 1.5.2 (MediaFire mirror)
    • CraftGuide 1.6.7.2 for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.7.1 for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.7 for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.6 for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.6 for Minecraft 1.5.0 (MediaFire mirror)
    • CraftGuide 1.6.6 for Minecraft 1.4.6 and 1.4.7 (MediaFire mirror)
    • CraftGuide 1.6.5.12 for Minecraft 1.4.6
    • CraftGuide 1.6.5.11 for Minecraft 1.4.5
    • CraftGuide 1.6.5.10 for Minecraft 1.4.5
    • CraftGuide 1.6.4.9 for Minecraft 1.4.5
    • CraftGuide 1.6.3.8 for Minecraft 1.4.4
    • CraftGuide 1.6.3.7 for Minecraft 1.4.4
    • CraftGuide 1.6.2.6 for Minecraft 1.4.2
    • CraftGuide 1.6.1.5 for Minecraft 1.4.2
    • CraftGuide 1.6.1.4 for Minecraft 1.4.2
    • CraftGuide 1.6.1.2 for Minecraft 1.4.2
    • CraftGuide 1.6.0.1 for Minecraft 1.3.2
    • CraftGuide 1.5.2 for Minecraft 1.3.2
    • CraftGuide 1.5.1 for Minecraft 1.3.2
    • CraftGuide 1.5.1-modloader for Minecraft 1.3.2

    Modloader:

    • CraftGuide 1.6.7.4-modloader for Minecraft 1.6.2 (MediaFire mirror)
    • CraftGuide 1.6.7.3-modloader for Minecraft 1.6.2 (MediaFire mirror)
    • CraftGuide 1.6.7.3-modloader for Minecraft 1.5.2 (MediaFire mirror)
    • CraftGuide 1.6.7.2-modloader for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.7.1-modloader for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.7-modloader for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.6-modloader for Minecraft 1.5.1 (MediaFire mirror)
    • CraftGuide 1.6.6-modloader for Minecraft 1.5.0 (MediaFire mirror)
    • CraftGuide 1.6.6-modloader for Minecraft 1.4.6 and 1.4.7 (MediaFire mirror)
    • CraftGuide 1.6.5.12-modloader for Minecraft 1.4.6
    • CraftGuide 1.6.5.11-modloader for Minecraft 1.4.5
    • CraftGuide 1.6.5.10-modloader for Minecraft 1.4.5
    • CraftGuide 1.6.4.9-modloader for Minecraft 1.4.5
    • CraftGuide 1.6.3.8-modloader for Minecraft 1.4.4
    • CraftGuide 1.6.3.7-modloader for Minecraft 1.4.4
    • CraftGuide 1.6.2-modloader for Minecraft 1.4.2

    Posted in: Minecraft Mods
  • View EquinoxsHD's Profile

    6

    Jul 11, 2017
    EquinoxsHD posted a message on [WIP] [Forge]More Creeps and Weirdos: Rebooted!

    More Creeps and Weirdos! Rebooted!


    CANCELED!

    I'm sorry to those that we're excited for this to come back. I've moved onto C++, Lua, C#, and python. I'm so sorry!

    [DOWNLOAD NOW]

    More Creeps and Weirdos is finally back! But for 1.7.10!

    In this new version of More Creeps, their will be more items, creeps, and weirdos!

    Everything that made More Creeps and Weirdos, More Creeps and Weirdos will always be within the mod!


    *My Twitter will have updates on the mod if you want to see how the mod is coming*

    My Twitter! <-- Click on it to go to my Twitter page!


    Download:


    Downloads:

    3.0:

    Beta 3.0v Download

    Their are many bugs within this version, but to those who want to see how its going, here you go!


    Versions:


    Versions:

    2.0 - Some mobs, many bugs.

    1.0 - All items, no mobs, no bugs.


    Added/Removed:


    Added/Removed:

    3.0:

    ADDED ZEBRA HIDE

    ADDED LIMBS
    ADDED HORSE HEAD GEM

    BUG FIXES

    2.1:
    REMOVED ROCK MONSTER

    ADDED ROBOT TODD & TED.

    ADDED MUMMY

    ADDED G

    2.0:

    ADDED Mummy

    ADDED Rock Monster

    *Still testing to make sure it works

    1.0:

    -Money

    -Blorp Cola

    -Bandaid

    -Battery

    -Ram16k

    -Lolly

    -Popsicle

    -Grow Ray

    -Shrink Ray

    -Nacho Cheeze Doritos (New)

    -Cool Ranch Doritos (New)

    -Rocket

    -Evil Egg

    -Mobile Phone

    -Medicine

    -Armsword

    -Baby Jar (Full)

    -Baby Jar (Empty)

    -Caveman Club

    -Extinguisher

    -Frisbee

    -Army Gem

    - All Gems

    -Gem Sword

    -Pig Radio

    -Pee Bucket

    -Radio

    -Love Potion

    -Gun


    *Note* Some items and Mob may not have particles or functions quite yet, this mod is a WIP and will take a little while before I get to somethings.


    Thanks:



    Thanks to FREAKSTRITCH and AstroMojang.

    And a huge thanks to RickWeek84.

    He has helped me through the roughest parts of this mod, and I cant thank him enough.


    *Things Need or should have to run*

    You need:

    FORGE! Forge will actually let you run the mod.

    Optional:

    Optifine! This will allow you to change more settings to make your game have way more FPS.

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    Forge is actually needed, other than Optifine. So, yeah. Enjoy.


    Information about NEW Items and Mobs.

    Their will always be at least one or two new items added per update. Some wont have uses, some will.

    In the mean time of the mod, new items will be kinda common. This will include armor, tools, and food. Their will only one new set of tools and armor along with a new ore. Their will always be new foods and mobs so don't worry about that.


    Original Source Code:


    Link:

    More Creeps 1.7.10 Source Code [Original]

    Link:

    More Creeps 1.7.10 Source Code [My Version]

    Posted in: Minecraft Mods
  • View Kinniken's Profile

    1199

    Mar 27, 2011
    Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Millénaire forums for more in-depth discussions than here:


    Millénaire Forum





    Millénaire 7.0 open beta! Millénaire 7.0 introduces two great new features: a reworked Norman culture and the construction of a massive, end-game marvel: Notre Dame of the New World! Head to the beta page for all the details and the download link.






    Millénaire 6.2 for Minecraft 1.12 available!


    Millénaire is now officially updated to 1.12.2. Download the new version on www.millenaire.org!



    Millénaire is a single- and multi-player mod for Minecraft. It aims to fill the "emptyness" of single-player worlds by adding NPC villages to it, with loose 11th-century Norman, North Indian and Mayans themes and additional cultures planned.

    Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.

    Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.

    Millénaire is available in the following languages: French, English, German, Russian, Polish, Spanish, Czech, Swedish, Dutch, Portuguese, Slovenian, Hungarian, Chinese, Arab, Estonian, Norwegian, Ukrainian (more coming!)

    Download Millénaire on Millenaire.org.

    Want to know more first? Check the overview.

    For more information, including a FAQ, known compatibility with other mods, and common install issues, you can check the Millénaire Wiki:


    Millénaire Library of user-created content to extend the mod:


    Millénaire forum for more in-depth discussions:



    Come across small villages while exploring, such as this Norman settlement...

    Millénaire review by CGzCinema showing the mod's main features


    ... or this Japanese one, centred on a rice paddy.


    Updates


    6.2.10 - 08/09/2019

    - It is now possible to donate goods to villages for a big reputation boost
    - Added two new advancements, Amateur Architect and Medieval Metropolis
    - The keys for the Millénaire menu, the village list and the escort toggle are now set using the standard Millénaire UI
    - Players' data is now linked to UUID not player name, enabling players to change their player name without losing their Millénaire progress
    - Added two new commands, one to teleport players to a village and one to change a player's reputation with a village
    - Fixed a bug where Millénaire stairs and slabs would have display issues when smooth lighting was off
    - Fixed a bug where paths could be built over mud bricks
    - Fixed a bug where the number of nights spent by a merchant in a village would reset when reloading the world
    - Fixed a bug where sub-buildings would appear on the village map, hiding the main building
    - Fixed a bug where middle-clicking a full path block in creative would give you a path slab
    - Fixed a bug in the handling of Byzantine textures
    - Content Creation improvements:
    -- New format for buildings' text data, much easier to read than the old one


    For older releases, check the wiki page: Millénaire Updates


    Or discover a mysterious Mayan pyramid, abandoned in the jungle. (Texture pack: Soartex FanVer with Millénaire HD blocks)

    FAQ

    Check the FAQ page on the Millénaire wiki: http://millenaire.or...ki/Category:FAQ

    Credits
    - MinerMiah for the Mayan culture (including skins)
    - Minepower for the Japanese culture
    - Rasseru for the updates to the Japanese culture
    - Ticlon for the Byzantine culture and some of the lone buildings
    - SMP for all the Indian skins. Great and fast job! Check also his texture pack that includes a full reskinning of Minecraft itself, Millénaire, and many other mods as well!
    - johnlmonkey, Razulra, cubex3 and TheDoctorMouse for skins
    - Nandonalt and karahan : some buildings
    - joeyjam: icons for the Norman armour
    - minami26: graphics for the Norman armour and icons for the Norman tools
    - The MCP team, without whose work I would not have attempted this mod
    - The #risucraft and #mcp-modding channels, and specifically _303, ZeuX and ProfMobius, for saving me a lot of time with timely help
    - MineColony and Builders, for inspiration and useful examples of modding Minecraft


    Listen to the villagers discussing their job, life or simply the weather.

    Making new cultures

    Since Millénaire 1.4, the bulk of a new culture can be made without code (not just buildings and village types like before, but new NPCs as well). As such I'm interested in player-made cultures to integrate in the main game, provided they fit the general theme of Millénaire of "real" cultures from around the 11th century. Players interested in producing one for Millénaire should PM-me about it. If we agree on the idea, I'll provide support in the form of help on how to mod Millénaire and in the form of whatever new code might be needed (for new items, blocks or good productions), though likely not with the buildings and NPCs themselves. I reserve the right to change anything I might not like in a culture I'm shipping with the mod itself, but in practice I intend to leave as much of a free hand as possible to culture designers.Contribution welcome, it helps make Millénaire a rich game!


    See what they are doing and what they need in the villages' centres.

    Help Wanted

    - There is a lot of content to fill up in the Millénaire Wiki, feel free to help: http://millenaire.org/wiki/
    - Female and children sounds
    - It would be very useful if people who have been playing for a while could post detailed accounts of how they play Millénaire, what they like/don't like, what their goals are when playing, etc. I need more comprehensive feedback, not just small reactions to individual features.
    - New lone buildings: the more different kind of lone buildings (or variations of the same kind), the better. People wanting to do lone buildings in the same style as the existing ones are welcomed. You can post your creation in the thread, preferably with a screenshot. I'll add those I think fit in Millénaire.


    Trade with them, to help their villages grow and gain unique blocks, foods and items.

    Download

    Downloads are available from millenaire.org.

    Thread for posters to discuss custom building plans in: http://www.minecraft...f=1039&t=253387

    Wiki page with adapted texture packs: http://millenaire.or...i/Texture_Packs

    Feel like paying me a cider? . Otherwise, I'm always looking for more SugarSync referrals (similar to DropBox but more generous free quotas). Note that you have to install the app, not just sign-in online, for me to get a quota bump.


    See their villages develop in prosperous communities...

    Reference

    For more information, help, known bugs, etc., check the new Millénaire Wiki: http://millenaire.org/wiki/. Feel free to contribute!


    ...or massive fortresses surrounded by desert.


    But be wary in your travels, for hostile bandits and soldiers can be waiting deep in the woods!


    Encourage villages to trade with one another, or push them to war and see their men battling while the women and children
    take shelter!



    And when the pull of adventure becomes too strong, seek out the mysterious Sadhu in the forest to start a great quest on the origins of the world.


    Who knows, you might even come across the mysterious Panthéon, the massive structure where the contributors and donors to Millénaire are immortalised.

    Note to modpack makers: Millénaire can be freely added to modpacks provided you credit me and provide a pro-eminent link to millenaire.org.

    Extras

    Signatures by minami26 - now with dynamic version info:




    This mod is Copyright (2011) and is my intellectual property. Only minecraftforum.net is allowed to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Descriptions or other content on the mod (for example, reviews) are allowed as long as the download links provided point to this thread or to the Millénaire Wiki. Works derived from this mod in any significant way, for instance by re-using the mod's source code, are forbidden without written permission.

    Posted in: Minecraft Mods
  • View P3pp3rF1y's Profile

    5

    Nov 7, 2017
    P3pp3rF1y posted a message on Ancient Warfare 2

    This is thread for continuation of Ancient Warfare mod in 1.12+ for which shadowmage45 has given me permission to continue with maintenance in the original github repo and produce releases as well.

    Current status

    There have been quite a few releases since the first one 4 months ago, you can see all of those at https://minecraft.curseforge.com/projects/ancient-warfare-2.

    All of 1.7.10 features are working in 1.12. I have also recently released the first version that includes vehicles last seen in 1.6.4, just needs recipes included, for now the vehicles and ammo can be cheated in.


    Torque stuff running in 1.12.2 as that was one of the most complicated things I had to port at the time:

    Contributions

    If you're the contributing type there are several ways you can help

    Testing

    Ancient Warfare is a very big mod so there's quite a bit of testing to be done and if you're willing to help with that (at the risk of getting your world corrupted multiple times) I could start producing alpha builds early and get those to you.

    Ideas/Suggestions

    If you have played with Ancient Warfare in the past I am sure that you have an opinion about a feature or two. So let me know your thoughts on what you like, don't like, new suggestions. Let me know here or in the github repo https://github.com/P3pp3rF1y/AncientWarfare2.


    What about RF support in torque stuff? Make it less trivial?

    NPC enhancements?

    Change research?

    Is the world gen too flat?

    Some textures that really need an update? (I know for sure that all the worksites would deserve one)

    You have questions / suggestions / or just want to chat?

    Join Discord channel


    I know that this is very bare bones post, expect more to be added here as stuff is being worked on and builds are released. Also if you're missing any kind of information please let me know and if possible I will add here.

    Posted in: Minecraft Mods
  • View Gillymoth's Profile

    5

    Aug 9, 2015
    Gillymoth posted a message on Gilly's Facility and Settlement: (Content for Ruins-mod)

    Many many thanks to AtomicStryker and his Ruins Mod


    Gillymoth's structure content:


    Gillymoth Ruins Structures: Dropbox Folder


    In the past few months, I've been overhauling my set of structures designed to spawn in using Ruins mod and building tons of new structures.


    This set of structures is designed to give new worlds the "lived-in" feel of constantly played maps, but without the depleted resources that accompanies already played maps. Many of these structures were developed over time as personal solutions to the more challenging aspects of surviving some of the deadlier mobs that exist in modded minecraft, while keeping the early game intact.

    Civilization has now developed in swamps, and the plains civilization has further declined into ruins.


    All my underground facilities have access ladders with iron fences and a water landing for a fast and safe, rail-guided freefall, and a few have built-in slime-pad launch towers for fast hang glider escapes! Cities rise and fall as eons and civilizations pass, and the traces of life accumulate in living worlds.


    This set of content is always evolving, so tell me what you think!

    Posted in: Mod Packs
  • View RazzleberryFox's Profile

    106

    Sep 27, 2013
    RazzleberryFox posted a message on ~DecoCraft 2.4.1!!~ Decorations for Minecraft! Updated to 1.11.2 !!! ~DecoCraft 2.4.1!!~





    https://discordapp.com/invite/h5XAjjS






    NOTE: This mod REQUIRES PTRLib to work. It is a dependency!!!


    FREQUENT QUESTIONS


    Q: OMG it crashes! asdgfnjafdj!


    A:I need to see your crash report, "It crashes" is not helping, nor is you raging all over my comment section. If you don't post your crash report I cannot help you and WILL ignore you.


    Q: When I look at the object it turns black!


    A:Go to the PTRModelLib.cfg and set block outlines to FALSE


    Q: My game takes forever to load and/or crashes!


    A:Please allocate AT LEAST 2GB RAM to your Minecraft!


    Q: Can you backport/update Decocraft for version X.X.X?!


    A:No.


    Q: Can I use Decocraft in my Mod Pack?!


    A:Sure


    Q: My game crashed... here is my crash log..! (WALL OF TEXT)


    A:PLEASE DO NOT NOT NOT Paste your crash log in my comment section as is. Put it in http://pastebin.com/ and send me the link. If you post a wall of text I will just delete it. This is BASIC posting etiquette.


    Q: I used WORLD EDIT and my awesome map is ruined! This is all YOUR fault Razz!


    A:No. Just no. World Edit does weird stuff and does not save the models data properly, any actions done with world edit on a chunk will reset all data to 0 (annoying but I don't know if I can't fix it) MAKE A BACKUP BEFORE YOU USE WORLD EDIT. I won't be held responsible, this is why backups are a thing.


    It is completely backward compatible, but backup your world just in case!


    Decobench and Decowand Recipes:








    KNOWN BUGS


    The scale of the models in the inventory can be weird at time. This is none critical and will be solved in a future release




    Want to help with translations for this mod? Submit your translations here!


    https://github.com/ProfMobius/DecocraftTranslate



    <------- Click Here to make your suggestions!!!!




    CREDITS


    Special thanks to the amazing @Agpicklefeet for her amazing models!





    Downloads



    Older Versions

    [1.5.2] Decocraft V1.0

    Installation


    • Download the recommended Forge Installer
    • Make sure minecraft is closed
    • Run the Forge Installer
    • Select Install client and press OK
    • Locate your .minecraft folder
    • Run minecraft
    • Press edit profile
    • Copy the game Directory
    • Paste it into your explorer
    • Create a mods folder in your .minecraft folder if it’s not their already
    • Download DecoCraft and place the zip in the mods folder (Don’t unzip it)
    • Have Fun!


    • Download the recommended Forge Installer
    • Create a folder where you want to install your server in (don’t use the .minecraft folder)
    • Run the forge installer
    • Select Install server
    • Navigate to the folder you create by pressing the … buttonPress
    • OKThe forge installer will now download the minecraft_server.jar and install forge to it
    • Create a mods folder in your servers folder
    • Download DecoCraft and place the zip in the mods folder (Don’t unzip it)
    • Have Fun

    This document is Copyright ©(2013) of RazzleberryFox (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net and mcmodcenter.net is able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any other site, The Owner may seek compensation for the damages through a lawsuit.

    Posted in: Minecraft Mods
  • View cowmanfly7's Profile

    25

    Apr 9, 2016
    cowmanfly7 posted a message on Zoo and Wild Animals Mod: Rebuilt


    Check out our website at http://zawamod.org/index.html for much more information as well as to download the file!!

    This mod is trying to make the world full of wild and endangered animals. We are trying to put in animals that are

    found in a lot of zoos but are not usually found in other mods. We will make it easy to capture, relocate and build exhibits for various animals such as Rhinos, Giraffes and Walruses. If you want more animals to fill you zoos and minecraft worlds with then this is the mod for YOU! We are planning to add features such as pack behavior and larger herds as well as more plants and new building features such as huge three block wide iron doors. Comment below if you have ideas about animals, items, blocks, plants or features. We are currently working on a trap block that will catch up to 6 mobs when they step on it to help with the capture of animals. We are also working on a incubator which will improve the chance of eggs hatching depending on how long they are in there.


    Contact Us at:
    SoggyMustache (Developer): [email protected]
    Bolcko (Lead Artist): [email protected]
    CowManFly (ZAWA leader dude): [email protected]



    The Team
    Code:
    SoggyMustache
    Art/Models:
    cowmanfly7- Creator/ Modeler
    RatavierCreations- Modeler/ Texture Designer
    Other:
    Mintydyson- Biome Creator

    (we are not looking for any new members)

    Chat with us, share ideas and opinions, and vote for ZAWA features on our Discord

    https://discord.gg/Keyxcvd


    Videos
    There are already a few videos from the development process of zawa we have released check them out!




    Promotional Images:



    Download


    http://zawamod.org/index.html The download can be found here!!!

    Posted in: WIP Mods
  • View Gillymoth's Profile

    2

    Feb 15, 2018
    Gillymoth posted a message on Gilly's Facility and Settlement: (Content for Ruins-mod)

    While playing an ocean map and building another Atlantis style city, I've decided to make this detailed dome building in creative mode that will be a part of the seafloor builds in my Ruins-set. For reference, I built this netherspawn 4 years ago on the server I moderated on, and it was used in the nether I think until the server eventually shut down, and as of yet I haven't remade that building for use in Ruins, but the Seafloor Dome is already a template and will be in the next release, which may be soon.


    This is just a simple update that I wanted to show my new dome along with my oldest one of the same size.

    Posted in: Mod Packs
  • View Kinniken's Profile

    2

    Feb 2, 2018
    Kinniken posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Lol, just realised I made a copy-paste error and posted the release notes in French twice. Fixed.

    Posted in: Minecraft Mods
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