Help Sign In/Register

Minecraft Forums

Advanced Search
  • News
  • Rules
  • Forum
  • Chat
  • Mods
  • Maps
  • Resource Packs
  • MC Station
  • Free Minecraft Server Hosting
Desktop View
  • Home
  • Member List
  • CyanideX's Profile
  • Send Private Message
  • View CyanideX's Profile
  • CyanideX
  • Curse Premium
  • Member for 10 years, 2 months, and 6 days
    Last active Mon, Jun, 27 2022 17:40:18
  • 24 Followers
  • 1,075 Total Posts
  • 439 Thanks
  • Member
  • Posts
  • Threads
  • Followers
  • Reputation
  • Comments
  • Received
  • Given
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 18
  • Next
  • View CyanideX's Profile

    1

    Oct 5, 2016
    CyanideX posted a message on RemoteIO v0.0.5 ALPHA - It's Time to Think Outside the Blocks
    Posted in: Minecraft Mods
  • View CyanideX's Profile

    1

    Jun 20, 2016
    CyanideX posted a message on CyanideX's Project: Retexture
    Quote from drkoaeg»

    Is this mod proposal list on the first post still the right place for requests?


    It is, but we don't really have much time for taking requests at the moment. I should probably remove the link.
    Posted in: Mods Discussion
  • View CyanideX's Profile

    1

    Sep 15, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    What are you talking about? There are map downloads here and here.

    Posted in: Mod Packs
  • View CyanideX's Profile

    1

    Aug 21, 2015
    CyanideX posted a message on EXO - Fully customizable armor!
    Quote from ChuckX»

    Darn it, waiting so long for exo. there is so much that could be done.


    Good news! ScottKillen is taking over the project. :) EXO may be going somewhere.

    Posted in: WIP Mods
  • View CyanideX's Profile

    4

    Aug 17, 2015
    CyanideX posted a message on EXO - Fully customizable armor!
    Quote from Netzgeist»

    Counting in Infernal Skies? That'd make me sad as I see huge potential in it.


    Infernal Skies is being taken over by Gideon Seymour so it's going to a good home. :)

    Posted in: WIP Mods
  • View CyanideX's Profile

    1

    Jul 3, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    This pack isn't for you then. I have not heard of anyone having such difficulty. I played through a few times and have watched steams with people who have progressed as far as the quests well allow.


    You need to update the pack for one, as plants grow in the latest update. Two, you clearly didn't read or just don't understand quest progression. I could try to explain things in more detail but it's not meant to be easy. The darkness... just get used to it. It's not just for atmosphere it surves a purpose. Playing with Waila will ruin the quests and secret locations. It's out for a reason.


    I've also changed the map to not be hardcore.


    There is only glowstone on the nether island.


    The use for the hammer is explained IN THE BOOK! If you don't know how to do something it's because you haven't reached a quest that explains it yet.


    The issues you're complaining about are mostly by design and won't be changing. Things like quest bugs will be fixed however. Sacrificing a life at the beginning is not that hard... what is the problem?


    Try watching some tutorials or steamers that play the pack. That should offer some guidance.

    Posted in: Mod Packs
  • View CyanideX's Profile

    2

    Jun 29, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    Learn to read past forum posts! This has been answered several times already. It's literally the first line in the pack description.

    Posted in: Mod Packs
  • View CyanideX's Profile

    1

    Jun 22, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    Cobble gen. Water, lava.

    Posted in: Mod Packs
  • View CyanideX's Profile

    1

    Jun 20, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    You could turn down specific sounds and leave the master volume up.

    Posted in: Mod Packs
  • View CyanideX's Profile

    1

    Jun 20, 2015
    CyanideX posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    That doesn't help me at all. Seriously... at least tell me the problem!


    That's like going to the doctor and saying "it hurts, can you fix it?" Where does it hurt!?

    Posted in: Mod Packs
  • To post a comment, please login.
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 18
  • Next
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 15
  • Next
  • View MrCompost's Profile

    899

    Jun 16, 2012
    MrCompost posted a message on The Betweenlands ~ A dark, hostile environment...
    The Betweenlands





    The Betweenlands is a mod developed by the Angry Pixel modding group. This large and expansive mod adds a whole new dimension with a plethora of exciting new content that offers an exciting and challenging survival experience.

    The Betweenlands dimension is a dark and mysterious realm where strange, monstrous creatures roam amongst the remnants of a long lost civilisation. Do you dare to explore?

    Features include -
    • A complete independent survival experience with hours of gameplay
    • A whole new dimension to survive in
    • Many new creatures and monsters to fight
    • Bosses to defeat
    • Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
    • An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
    • A unique farming system with several new crop types
    • Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
    • Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
    • Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
    • Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
    • Randomly occurring events, including changes in the weather as well as sometimes more supernatural occurrences
    • Special built-in custom shader effects to make the worlds look even prettier
    • Multiplayer compatibility so you can survive with your friends
    • ...and much, much more!
    More information can be found on the mod's CurseForge page and on the official wiki.




    The Betweenlands download



    LINKS-

    The Betweenlands on CurseForge
    The Betweenlands repository on Github
    For frequent news and updates, follow @BetweenlandsDev on Twitter
    Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!


    https://discord.gg/cMrr7Dr
    We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!




    Posted in: Minecraft Mods
  • View Azanor's Profile

    66

    Apr 3, 2014
    Azanor posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)

    Baubles is a small addon mod and api that is intended to be used by other mods to add additional inventory slots to a character.




    It adds 7 new slots: an amulet, belt, head, body, charm and two rings slots. The baubles inventory is accessed by pressing the 'b' hotkey. It is probably a good idea to remap your normal inventory hotkey to the baubles inventory if you are going to be accessing it a lot.

    This mod adds very little content itself - it is intended to be an addon for other mods and the only reason I included an item at all was to serve as an example for other developers. The Miners Ring has no crafting recipe and is only attainable in creative mode.

    Latest version
    Baubles 1.4.6 for MC 1.11
    Baubles 1.4.6 Deobfuscated version for developers
    Baubles 1.4.6 API

    Baubles 1.5.2 for MC 1.12
    Baubles 1.5.2 Deobfuscated version for developers
    Baubles 1.5.2 API

    Baubles 1.3.13 for MC 1.10.2
    Baubles 1.3.13 Deobfuscated version for developers
    Baubles 1.3.13 API

    Mods using Baubles
    Thaumcraft (of course)
    Botania
    Mithril Mod
    Mystical Trinkets
    Adventurer's Amulets
    Crafting Pillars
    Modular Armour
    Fluxed Trinkets
    TransportCraft
    Baubles Stuff

    Language Localization, source and bug reports

    Check out the github at https://github.com/Azanor/Baubles

    Change Log (MC 1.12 branch)

    1.5.2
    - API: added isBaubleEquipped helper method to BaublesAPI
    - fixed player bauble syncing (Thanks pau101) closes #235

    1.5.1
    - added IBauble as a capability (see https://github.com/Azanor/Baubles/pull/208)

    1.5.0
    - updated for MC 1.12

    Change Log (MC 1.11 branch)

    1.4.6
    - added IBauble as a capability (see https://github.com/Azanor/Baubles/pull/208)
    - fix for shift clicking bug

    1.3.13 (MC 1.10.2)
    - API: added isBaubleEquipped helper method to BaublesAPI

    1.3.12 (MC 1.10.2)
    - fixed localization issues (again)

    1.3.11 (MC 1.10.2) / 1.4.5 (MC 1.11)
    - fixed localization

    1.3.10 (MC 1.10.2) / 1.4.4 (MC 1.11)
    - item on cursor will no longer be lost if you click on the baubles ring button
    - fixed baubles button display text

    1.3.9 (MC 1.10.2) / 1.4.3 (MC 1.11)
    - added player references to capabilities container and added checks for item validity.

    1.3.8 (MC 1.10.2) / 1.4.2 (MC 1.11)
    - fix for ticking entity crash

    1.3.7 (MC 1.10.2) / 1.4.1 (MC 1.11)
    - baubles set to autosync will now sync instantly instead of every 10 ticks
    - fix for baubles button not being in the right place when potion take effect or wear off while you are in the GUI.


    1.4.0
    - update for MC 1.11
    - removed support for legacy baubles files (.baub)

    1.3.6
    - catch edge-case crash if a player is somehow 'ticked' before the world has finished loading. Just do it better this time

    1.3.5
    - catch edge-case crash if a player is somehow 'ticked' before the world has finished loading.

    1.3.4
    - prevent a crash if mods assume certain passed parameters won't be null. Naughty.

    1.3.3
    - emptied bauble slots will sync once again

    1.3.2
    - hotfix for import derp

    1.3.1
    - added the ability for equipped baubles to automatically sync to client if their damage or nbt changes without having to manually set their changed flag.
    - this is off by default for all baubles

    1.3.0
    - release of 1.3 branch

    1.3.BETA11
    - fix onUnequipped behaviour

    1.3.BETA10
    - fix trinket slots
    - baubles now save when changing dimensions

    1.3.BETA9
    - added some defaults to the api to reduce implementing class clutter
    - added command line (/baubles) for ops to view and clear a players baubles inventory

    1.3.BETA8
    - by popular demand I added 3 more bauble slots: head, body and charm
    - added IRenderBauble. This is an item interface that allows baubles to be rendered on the players body or head. Heavily based of the renderer used by Botania (Thanks Vazkii!)

    1.3.BETA7
    - added a new type of bauble to the API - "TRINKET". It can go into any bauble slot

    1.3.BETA6
    - fix bauble syncing on MP servers.

    1.3.BETA5
    - change MODID back to 'Baubles' to preserve dependencies. This will need to change to lowercase for the MC 1.11 update.

    1.3.BETA4
    - allow baubles to retain compatibility with mods created for older versions.
    - BaublesApi.getBaubles now returns IInventory again and a new method has been created to return the new handler if you want to use that instead.

    1.3.BETA3
    - a few minor fixes / tweaks

    1.3.BETA2
    - made baubles packets a bit more thread safe

    1.3.BETA1
    - note that this is an alpha version - testing is required
    - update to MC 1.10.2 and Java 1.8
    - move baubles to a capabilities based system which should hopefully solve a lot of longstanding issues
    - compatible with older saves

    1.2.1.0
    - update to mc 1.9.4

    1.2.0.2
    - Fix manifest build issue (#130)

    1.2.0.1
    - Fix bauble button alignment when potion shift is disabled (#129)

    1.2.0.0
    - update to MC 1.9
    - updated gui to account for new shield slot
    - fixed bauble button location when potions are toggling between active and inactive

    1.1.3.0
    - update to MC 1.8.9

    1.1.2.0
    - update to MC 1.8.8

    1.1.1.1
    - change filename format to account for players with names that are forbidden normally
    - fixed for client-side syncing event not firing on initial player login

    1.1.1.0
    - make it work server-side

    1.1.0.0
    - update for MC 1.8

    1.0.1.10
    - api package-info.java cleanup (closes #80)
    - now you won't lose items in bauble crafting grid when switching back to vanilla inventory

    1.0.1.9
    - Update to Forge 10.13.2+
    - possible fix for baubles dropping near player spawn location instead of at where he died.

    1.0.1.8
    - change save filenames back to using username instead of UUID to prevent issues in offline mode.
    - saves will break if you change your username, but it is the lesser of two evils imo and easy enough to fix by hand

    1.0.1.7
    - fix for baubles shortcut "ring" suddenly not shifting like it should when potion effects are active

    1.0.1.6
    - added a secondary client sync event in case a player logs off and then on again before his player gets unloaded from a server.

    1.0.1.5
    - onUnequip will now only be called once if a bauble is removed via shift-click

    1.0.1.4
    - detect NEI so baubles "ring" button is placed correctly (most of the time).

    1.0.1.3
    - created workaround for unnecessary calls to onEquipped and onUneEquipped
    - fixed a bug where onUneEquipped wasn't being called if you pick an item up from a slot

    1.0.1.2
    - added a simple way to switch between the normal and baubles inventory. Thanks to Vazkii for the idea and permission to port it to base Baubles.
    - removed the Miners Ring crafting recipe... it is a bit op. I will leave the item in so it is attainable in creative and so it can still serve as an example bauble for devs.

    1.0.1.1
    - added backwards compatibility for legacy (pre 1.7.10) savefiles

    1.0.1.0
    - update for MC 1.7.10
    - no requires Forge 10.13.0.1177
    - removed support for legacy save format and moved saving/loading to new forge events

    1.0.0.16
    - switch to SimpleNetworkWrapper
    - now requires Forge 10.12.1.1110

    1.0.0.15
    - hide slot background when drawing slots with items in baubles inventory

    1.0.0.14
    - prevent loss of non-baubles items on death

    1.0.0.13
    - properly clear player baubles inventory before he enters the world and reset file pointers
    - only attempt to load or save baubles server-side

    1.0.0.12
    - fix for baubles being synced to the wrong player on the client

    1.0.0.11
    - baubles are now synced to all clients on a server, allowing modders to add visual components or other client-side stuff for baubles.

    1.0.0.10
    - moved baubles data from player data to custom savefiles (*.baub)
    - a backup file is also saved each time in case the main one becomes corrupt.
    - automatically revert to backup file if main one cannot be loaded. If both cannot be loaded revert to old player data format. This will also insure that data from previous baubles versions will be loaded the first time.

    1.0.0.9
    - undoing the "baubles hotkey closes all inventories" change. It was messing with anything that allows text input

    1.0.0.8
    - sync baubles itemstack data between client and server if changed outside the baubles GUI

    1.0.0.7
    - the baubles hotkey can now be used to close any gui the player has open
    - check for "keepInventory" game rule to prevent baubles from dropping on death

    1.0.0.6
    - additional checks to prevent the wrong items getting into the wrong slots
    - minor changes to te example ring so it doesn't get used when you right-click to equip in creative mode
    - no api changes so devs needn't do much on their part

    1.0.0.5
    - API: added a few new methods. I know there is nothing more annoying than constantly changing api's, but hopefully these kinds of changes will be few and far between.

    1.0.0.4
    - allow other mods to force a save by marking the inventory as dirty

    1.0.0.3
    - example ring can now be rightclicked like armor to equip it

    1.0.0.2
    - baubles inventory now opens when it's hotkey is pressed in creative

    1.0.0.1
    - properly trigger unequip event when shift clicking out of bauble slot




    Mod Packs

    The code of “Baubles for Minecraft” in source or binary form is the intellectual property of Azanor. See below for copyright, terms and conditions.

    However, due to the nature of this library it will be used by many other mods. Thus, go wild :)




    Videos

    Check out my Youtube channel here

    nothing yet




    Special thanks to...
    My Beta Testers, you know who you are :)
    chicken_bones for his deploader code.

    Please help support me via Patreon
    Also go check me out on Twitter @Azanor1 for announcements and such.


    © Azanor 2014

    Posted in: Minecraft Mods
  • View BBoldt's Profile

    3

    Sep 18, 2015
    BBoldt posted a message on Streams - Real Flowing Rivers!

    Hey, you are doing something seriously wrong in your handling of old worlds. You are somehow completely overriding Forge's block id mapping and backup with your message that instructs people to make a backup.


    Scenario 1)

    Lets say you have a modpack. In an update, you remove one mod, Applied Energistics 2.
    You load a world saved with Applied Energistics 2 blocks, forge recognizes that those blocks are missing
    prompting you to make a backup in case things go wrong.


    It also maintains or converts the block id mappings in the save so all of the blocks stay the same.

    Everything is well! You can continue along in your world with the blocks removed because forge saves the day!


    Scenario 2)
    You add a few mods in an update. Streams, farseek, and Big Reactors.
    You load up a world saved before you added the mods.

    Streams adds its little message saying something like "streams might look weird in old worlds, make a backup!".
    Streams keeps forge from both converting ID mappings AND creating a backup.
    All the block ids after Big Reactors and streams get pushed out of place, corrupting the world completely. You now have no backup because forge was prevented from creating one.

    World is entirely corrupted, tears are shed.




    Posted in: Minecraft Mods
  • View ValsNoisyToys's Profile

    2

    Jul 4, 2015
    ValsNoisyToys posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    What: Infernal Skies (Beta): The Labors Of Valentine & Gordon

    When: Mondays and Friday's starting at 2pm MDT (2 streams: afternoon and evening)
    Where: Val's stream (see links in signature - I stream to Twitch, Beam, and Youtube)

    Why: Check out what Val and Gordon are up to in this two-player (beta) modpack by CyanideX and his team. I've even been known to answer a question or two (if I know the answers. ;) ).

    Posted in: Mod Packs
  • View dbulm2's Profile

    1

    Jun 20, 2015
    dbulm2 posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    *sigh* Kids, am I right?

    Posted in: Mod Packs
  • View pyrokilr18's Profile

    1

    Jun 8, 2015
    pyrokilr18 posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    you need to install the official map on this link http://www.curse.com/worlds/minecraft/231097-infernal-skies-official-map#t1:other-downloads

    Posted in: Mod Packs
  • View nuklearsmilz's Profile

    1

    Jun 1, 2015
    nuklearsmilz posted a message on Infernal Skies - HQM Map / Modpack [WIP - 1.7.10 ONLY]

    http://fs.atlcdn.net/downloads/servers/public/InfernalSkies/0.1.0/InfernalSkies - 0.1.0.zip?hash=9UVr7q7-EyGepnou69PslA&expires=1433180623


    this is a server :D all set up


    EDIT: Replace with this map too, this one is working. http://minecraft.curseforge.com/worlds/231097-infernal-skies-official-map/files

    Posted in: Mod Packs
  • View Razorskills's Profile

    1

    Apr 18, 2015
    Razorskills posted a message on CyanideX's Project: Retexture

    I would love to see some Textures done for Modular Armor

    I know the author always is going off about his "awful" textures. But I think if he had someone to make him some good textures, he might have a few extra plans with the mod. Might want to shoot him a message if you are interested. Currently the modular armor kinda looks like Iron/Invar armor.


    If I was making a list:

    Perhaps project red could have a few blocks updated a bit.

    Not a huge fan of the ores, and the backpacks.


    OpenBlocks also has some blocks that would be nice to be Unified


    Perhaps Redstone Aresenal


    Some of Railcrafts Maybe? Chunkloaders are useful, but not the best looking. And some of the machines could be unified.


    And the CustomNPC's Armor does not match the vanilla armor since you use their new chest piece and Helmet, but you then use the Vanilla Leggings and Boots. But I wouldn't go too crazy on Custom NPC's since there is so many items. I would just change the ones that don't match with the texture pack. The textures aren't bad.

    Posted in: Mods Discussion
  • View Greg_Ewing's Profile

    64

    Jul 16, 2012
    Greg_Ewing posted a message on Greg's Lighting 1.11.2 for Minecraft 1.7.10

    Greg's Lighting

    In one of his videos, Direwolf20 was lamenting how hard it is to light up very large rooms adequately without putting light sources near the floor. So, I created a small mod to help with that. This mod currently provides just one item, the Floodlight. It produces light that propagates at full brightness for up to 64 blocks or until it hits a nonempty block.

    The following screenshots illustrate the effect. The first one is lit just with a torch near the ceiling, and the second one has the floodlight turned on.


    News

    Version 1.11.2
    Fixed last beam block not being removed when a floodlight is broken.
    Floodlights now turn on and off slowly, to limit the number of lighting updates per tick. There should no longer be a lag spike when toggling a floodlight in a large open area.

    Version 1.11.1
    Fixed lighting items not appearing on Greg's Lighting creative tab.

    Version 1.11.0
    Updated for Minecraft 1.7.10 and IC2 2.2.

    Version 1.10.1
    Fixed CreativeTabs-related crash on dedicated server.

    Version 1.10.0
    Updated for Minecraft 1.7.2.

    Version 1.9.1
    Updated for Minecraft 1.6.4.
    Fixed crash on sprinting and jumping into a floodlight beam.

    See the Forge Forum Topic for older news.

    Home Page

    Further information and download instructions can be found here:

    http://www.cosc.cant.../GregsLighting/

    Minecraft Forge Forum Topic

    See here for change history and development discussion.

    http://minecraftforg...opic,860.0.html
    Posted in: Minecraft Mods
  • View selrahc13's Profile

    1

    Jan 9, 2015
    selrahc13 posted a message on Lore Expansion - [1.7.X]
    Quote from Rockchaton»
    Really good mod !

    I make a page test like this:

    1st problem: The sound doesn't play auto (we need to use GUI).

    2nd problem: i use a command block with this: /give @p 4584 1

    But he give me the wrong page. How can i find the ID for specific page ? When i check my items, all my lore page have the same ID.

    Oh and last question, there is a way for do that: Condition = if player kill Spiderqueen, lore expansion give a lore page.

    (sorry, bad english :P )

    I had to do something like this to make it work:

    /give @p LoreExp:page 1 0 tags:{page:1, dimension:2147483647}

    I'd recommend installing MineTweaker3, getting your lore page from the creative tab, and using /mt hand with the page in hand to get the proper tags to use in your give command. If you don't format your tags correctly, it can cause crashes.
    Posted in: Minecraft Mods
  • To post a comment, please login.
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 15
  • Next

Social Media

Services

Sign In

Help

Advertise

Resources

Terms of Service

Privacy Policy

Our Communities

  • MMO-Champion
  • HearthPwn
  • Minecraft Forum
  • Overframe
  • MTG Salvation
  • DiabloFans

MOBAFire Network

  • MOBAFire.com
  • Leaguespy.gg
  • CounterStats.net
  • Teamfight Tactics
  • WildRiftFire.com
  • RuneterraFire.com
  • SMITEFire.com
  • DOTAFire.com
  • ArtifactFire.com
  • HeroesFire.com
  • VaingloryFire.com
  • MMORPG.com

© 2022 Magic Find, Inc. All rights reserved.

Mobile View