• 4

    posted a message on [Helper Tools] Tools for survival mode building and more [ v4.0b update]


    ~ Welcome to Helper Tools ~
    A simple mod focused on alternatives for helping around with survival mode building and more.

    Craft various tools to help with construction.

    • Expanding Rod, helps you place blocks faster and build bigger.
    • Metamorphic Stave, lets you swap blocks in the world, making replacing a breeze.
    • Euclidean Transposer (Pattern tool), allows one to copy patterns and place blocks elsewhere in the same pattern.
    • Torch launcher, fire normal and redstone torches a far. Also launches dynamite and arrows.
    • Milk and Chocolate milk, refreshing beverages, work like stackable milk buckets.
    • Mirage Mask creates shadows and lets you swap places with them, making getting in and out of your build quick.
    • Craft various Terraforming Bombs to modify your landscape. Add hills, snow, or even turn it into a desert~
    • and more!

    Visit the wiki for more information! -> HelperTools Wiki


    > Tools, crafting and how to use <

    To use your tool simply right click, shift-right click selects your target block or reloads your crossbow and shift-left click cycles your tool's mode.

    >Expanding rod<
    Creates a 3x1 pillar from the surface of the block or creates a 3x3 surface flush with your target block

    >Metamorphic staff<
    Swaps blocks individually in the world or in a 3x3x3 cuboid pattern

    Staves may be created using two sticks, a diamond top and either iron(expanding rod) or gold(metamorphic staff) besides it. Enderpearls and emeralds may be used instead of diamonds.

    >Torch Launcher<
    Fires normal torches, redstone torches, dynamite bolts and normal arrows

    The torch launcher is crafted using a bow, flint & steel, and a plank of your choice. Dynamite bolts are made from four arrows, a block of tnt and one string or slimeball to hold them together.


    Imitation bedrock can also be created, using three blocks of cobblestone and a block of coal, its properties are similar to obsidian. Tools may also be enchanted.

    (Unbreaking) Recipes may also be found with NEI

    > Using Pattern tools and bottled Milk <

    > Euclidean Transposer & Transcriber <
    Toolset comprised of a stave (transposer) and block (transcriber), allows one to record a 5x cuboid pattern of the world and duplicate it.

    The Transposer tool is your primary way to record and create patterns. While sneaking and clicking on a block you will record a cuboid pattern centered and above the target block. Once your pattern is recorded you may right click in the world to attempt and place your pattern, this is done in relativity to the surface's face. Sneaking and left clicking allows you to cycle through the offset of your pattern placement.

    The Transcriber block is a tool aiding in more accurate and dynamic recording, or placement of patterns. To use right click a face with an empty hand to push, or while sneaking pull the highlighted dye. When you are satisfied with your dye's location simply use your transposer tool on the transcriber. The transcriber acts as a proxy and your transposer tool's functions will reflect the dye's exact location

    Euclidean tools are crafted with sandstone in the above recipes. Like its predecessors the Transposer can be crafted alternatively using diamonds, ender pearls or emeralds.

    > Bottled Milk <
    Simply right click with an empty bottle on a cow to retrieved bottled milk. Bottled milk has the same antidote properties of a bucket of milk, except bottled milk can be stacked beyond to 16. Chocolate milk can also be created by adding cocoa, chocolate milk restores minor hunger.

    >Tool Empowerment, Huds & Slabs <


    >Update to Expanding Rod and Metamorphic Staves<

    The old Expanding and Exchanging Tools have been reworked and improved.

    They now feature a handy dandy Heads-up-display, showing off your currently selected blocks, current mode and a new feature: empowerment.


    >Empowerment<

    A bonus passive system which dramatically increases a tool's range.

    Tools start off at level 0, you can increase their max empowerment rank by giving them the vanilla enchant "efficiency". Every level of efficiency increases your tool's maximum empowerment rank by an equal amount, so a level IV efficiency tool can power up to rank IV. To cycle through your available ranks, simply press the keybind "o", this can be configured to other keys as you desire.


    empowerment

    >More Modes<

    In addition to previous functions some tools have new functions.

    The Expanding tool now has a "Matching" function, this works similar to a builders wand, setting blocks in a matching pattern fashion from the face or your target block.

    The Exchange tool now has a "Wall" function, similar to the Expanding tool's function, swapping blocks in a 2-dimensional flat area, conserving blocks while working quickly.


    >Technical Slab Blocks<

    These blocks are already in the game but are normally un-obtainable, much like chain-mail.

    You can craft these illusive blocks with a combination of their appropriate slab counterparts.

    Slab Demo

    > Balloons & Bombs (1.6f)<


    >Balloons & Floaters<

    +Added decorative balloons and floaters
    +Floaters are platforms that can be placed in midair or water similar to angel blocks


    >Bombs<

    +Added various bombs which come in dirt, sand, gravel, bonemeal, snow, desert and mushroom flavors
    Use them for general building and terraforming terrain, spraying blocks across the map or converting terrain, including creative support for world creation.

    Bombs, as well as other projectiles such as torches, dynamite can be fired from dispensers now

    +Added an explosion resistant hat to go with bombs


    +Lamps and chimneys have been added as well.

    +Fixed a bumch of various tool bugs with stairs and pillar/log blocks

    -Balloons & Bombs

    Will add recipes instructions later, for now enjoy.


    >(1.10.2) Spooky Update v4.0<


    1.10's version is now officially updated, featuring most of 1.7.10's content and more.


    Staves have been revamped. They now feature a visual guide for placing their blocks.

    The Euclidean Pattern tool has been upgraded, and now can flip it's patterns upside down and horizontally.


    New Mask: Lets you create a shadow and then swap places with it


    Bombs are back and with a couple new editions, void and sticky dirt.

    New Bomb charms: Replace the old mask and charms

    +Can prevent fatal explosions

    +Can be upgraded to boost your bomb's potency


    Balloons, Floaters, and Lamps are back

    Added much more configuration options

    Recipes information to be added :^)


    > Demo videos <

    Expanding, Swapper and Crossbow Tools

    Pattern Toolset

    > Download <

    Version [ 1.7.10 ]

    Version [1.10.2]

    Version [1.11.2]

    Download Mirrors - Github Releases


    > Github, bugs, legacy, credits <


    >Permissions<

    Feel free to use this mod and its source code for modpacks, learning, forks, or whatever you may please. Anything you can think of, you have permission for!

    Thanks for checking out my work, let me know if you have any questions or suggestions about it. Have fun!

    Posted in: WIP Mods
  • 1

    posted a message on [Forge 1.10 Tutorial] How to add and manipulate your own custom Loot Tables

    Hello, today I will be walking you through the basics of creating your own mod loot tables. I will also show you how to manipulate already existing tables such as adding your own mod items to a dungeon chest's loot.


    This tutorial will cover forge version 1.10, however it should work for 1.9 and above.


    Today we will cover the following:

    • Creating a Json loot table
    • Registering a loot table
    • Creating an event handler to modify other loot tables

    Before starting you should already know how to create a basic mod and how to use forge events.

    I have provided a fully working mod for reference Here -> Demo Mod Github

    For this tutorial I will be using snippets of the mod, if you get stuck or want more details, please review the full source.

    Feel free to copy, and play with the provided code.


    Lets get started.


    First off, we will create our own Json loot table


    What is a json? It's an external resource for code which can latter be manipulated by the user much like textures to suite their needs.


    This dramatically increases flexibility and control over the game for the user. As of version 1.9 and latter this is the required method to setup and establish loot tables. You should review the format and features the new json files provide here -> http://minecraft.gamepedia.com/Loot_table.

    Pretty much we're creating item entries, and their conditions to generate them, then assigning said entries to pools which are hosted by the loot table.


    As you can see they can be quite complex and elaborate. Here is our practice mod's implementation. -> Custom_Chest_Loot.json

    {
      "pools":[
       {
    
       "name": "main",
       "rolls": 3,
       "entries": [
    
          {
          "type": "item",
          "name": "minecraft:porkchop",
          "weight": 20,
          },
          {
          "type": "item",
          "name": "demo:chestplacer_item",
          "weight": 10,
          }
    
       ]
     }
    ]

    Note that we use unlocalized names for references, both vanilla and modded objects. You can use an application like notepad to create a json file, simply save it as a ".json" extension when you're done.

    Once satisfied with our new loot table we will now add it to our assets folder for our mod. To do so we will navigate to our resources folder in our workspace. We will go through the following;

    src -> main -> resources -> assets -> MODNAME -> loot_tables -> Custom_Chest_Loot.json

    We will then create a new folder named "loot_tables" and place our json loot tables inside it. Later on when we set a resource location, it will look here for our mod. The end result should look like this -> Resource path

    Next we will register our new Json loot table


    This part is pretty simple as seen here -> Loot Table Registry class

    public static final ResourceLocation Custom_Chest_Loot = register("Custom_Chest_Loot");
    
    private static ResourceLocation register(String id) {
           return LootTableList.register(new ResourceLocation(Main.MODID, id));
    }

    As you can see we are creating a new ResourceLocation reference to our mod's loot table.

    We use the vanilla LootTableList.class and it's register method to add our resource location to it's master table. Inside we are feeding it our mod's ID and the json's file name, which should be in the folder we created earlier.


    Now that we have a reference and it's registered we can now take it for a spin and use it.


    Here I have an item already setup to demonstrate it. -> Chest Loot Placer Item


    Using the vanilla set table loot method, we can feed it our ResourceLocation to test things out.


    We should see our new loot table and it's contents appear.


    If we had a custom monster, we could also use the

    getLootTable(){} 

    method for entities to reference and drop our new loot table.

    Creating our Loot Table Event Handler


    Before we begin here lets learn a little about the Loot table Event.

    Firstly, when minecraft initially loads the server world it will iterate through all of it's registered loot tables, including the one we added.

    Every time it begins to load the next loot table, it will fire the event, once done loading they will be finalized and can't be edited later.

    During this event we can add on to the loading loot table and so on.


    This is where we come in.


    To get started we will create a new event handler class, and register it with the event bus.


    Inside the event we are provided with the current LootTable object and it's ResourceLocation that is being loaded. Keep in the mind the LootTable objects aren't easily readable, so we will ignore that for now. Instead we will focus on the ResourceLocation.


    To start off we can add a funtion like

    System.out.println(event.getName().toString()); 

    inside our event. Once minecraft loads, and fires all of the events, we'll be able to figure out every LootTable we can work with, we should even see the one we added earlier show up.

    Now that we know what our table resources look like we can do something like this to single out the Tables we want to work with

    if(name.matches("minecraft:chests/spawn_bonus_chest")){do something} 

    Note that I use the string.matches function deliberately as other comparators are a bit finicky in this situation.

    Once we've singled out we can start manipulating the Loot Table. For our example we are adding another Loot table's pool to our target using something like this Pool Injection Method. Because accessing the current Tables and their pools directly isn't fun, we'll just make a new one to inject.


    Our Example mod's event Handler looks like this -> Example Handler

    @SubscribeEvent
    public void Table_Additives(LootTableLoadEvent event){
    
    String name = event.getName().toString();
    
      try{
        if(name.matches("minecraft:chests/spawn_bonus_chest")
          || name.matches("minecraft:entities/chicken")){
    
          Main.logger.info("Matched our targets");
          event.getTable().addPool(getAdditive("demo:Loot_Additive"));
    
        }
        if(name.matches("demo:Custom_Chest_Loot")){
    
          Main.logger.info("Found our own loot");
        }
    
        Main.logger.info(name);
    
      }catch(Exception exc){}
    }
    
    private LootPool getAdditive(String entryName) {
       return new LootPool(new LootEntry[] { getAdditiveEntry(entryName, 1) }, new LootCondition[0], new RandomValueRange(1), new RandomValueRange(0, 1), "Additive_pool");
    }
    
    private LootEntryTable getAdditiveEntry(String name, int weight) {
        return new LootEntryTable(new ResourceLocation(name), weight, 0, new LootCondition[0], "Additive_entry");
    }

    Inside it we are scanning for spawn chests and chicken's loot tables, then adding our own custom tables into them.

    We can also observe non vanilla tables and modify them as well.


    If you are using the Example mod you can test your new handler by bonking a few chickens or using the placement tool again.


    Credits:


    This tutorial is based off of Vazkii's Botania Loot Handler and Choonster's testmod for registry and Json basics.


    Some additional Information can be found here, here and here by Williewillus



    Posted in: Mapping and Modding Tutorials
  • 4

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    It's been a while and a lot of work, but the port for 1.10.2 is mostly complete.

    Right now it's mostly ready and working a-okay, with what I hope is only a few minor things to finish up.



    As aforementioned you can pick up the alpha here and play around with it


    Do mind that this isn't an official release, so expect weirdness and bugs.

    Normally there wouldn't be an early release like this, but due to how busy the team is with other things there probably won't be a full polished release for several months in the least.


    In the mean time I hope you guys have fun.

    Posted in: Minecraft Mods
  • 1

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Ravage656»

    would it be possible to change GoG3's loading for 1.7.10 so it loads after Hardcore Ender Expansion? At this time HEE is preventing the ender dragon girl from spawning because GoG 3 loads first and spawning gets replaced by HEE according to Chylex.


    Ender Expansion fix

    Yeah, that's an easy fix. Let me know if I grabbed the right 1.7.10 version, since the github source is kind of a mess.
    You can pick up the bugfix here -> 1.7.10-1.2.8 Ender Expansion spawnfix
    Quote from HarunoHazuki»

    any 1.10 update? please


    Don't think I have an estimate on that, seems like the rest of the team and I are busy with other things :(
    Posted in: Minecraft Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Morpheus1101»

    Just curious about any updates on progress on the mod to 1.9//1.10


    I've been playing around with it a little over the last few days, so far the change from 1.8 -> 1.10 seems pretty easy. Some of the basic things look like they work already, though it's still going to take us a bit of work altogether.

    Posted in: Minecraft Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»

    I have. Unfortunately I have no idea how to install or use APIs.

    I plan to at least get the Thaumcraft API working before anything else. If I make no progress before March 23rd then I will have to go through without Thaumcraft compatibility.

    Usually they're libraries of interfaces which you can implement and the parent mod can call on later without your mod having to directly reference and rely on the parent mod. It's a bit confusing at first but it's actually a very simple system.
    To install them all we need to do is add their library to an appropriate directory in our workspace then rebuild with gradlew to setup it's pathing for the IDE. I've set it up for baubles but the thaumcraft api should be about the same thing.

    http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571434-tutorial-modding-with-apis
    https://github.com/Silentine/GrimoireOfGaia/commit/69a93ef420552250d73378169dcb885177b13dcf

    Posted in: Minecraft Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    Update here, we are hard at work and got half the mobs working now.


    Posted in: Minecraft Mods
  • 1

    posted a message on [Creeper Chickens Mod] -Breed and raise creeper chickens.

    Not enough gunpowder in your life? Breed and raise creeper chickens!


    Creeper Chickens


    Creeper chickens lay mysterious gunpowder laden eggs.

    Break them down into gunpowder or thrown for explosive results.

    To get started, craft a Creeper treat with a Creeper head and two seeds.

    Creepers drop their heads when crushed by blocks.

    Breed Creeper Chickens with Tnt to increase your flock.


    Recipes



    ~Mod Reviews~


    ~Downloads~

    Curse Download for 1.7.10

    Curse Download for 1.8


    Curse project page



    ~Github, bugs, source, mirrors & Permissions ~

    Creeper chickens is a MIT project, meaning you can use it and the code for anything, without asking, including modpacks.

    Github link



    Hope you have fun.

    Posted in: Minecraft Mods
  • 1

    posted a message on Intermediary - Run Minecraft 1.2.5 mods in 1.7.10!
    Impressive work. :iapprove:
    Posted in: WIP Mods
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