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    posted a message on Open World Questing Modpack "Rite of Passage: Void Chapter" Seeking Collaborators!

    I'll give you your best shot. I'll try to get you a clear idea of what to include in the main menu to start. The pack has a strong theme not outlined in this thread I'd like reflected subtly in the menu as a teaser. I'll share the details privately.

    Posted in: Mod Packs
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    posted a message on Open World Questing Modpack "Rite of Passage: Void Chapter" Seeking Collaborators!

    Rite of Passage Void Chapter


    Teaser: Waking up in the comfort of your family's long standing residence on the edge of a hospitable and thriving village, you find yourself quite alone as per the usual. Your family must already be out tending to their chores. Taking the cue to get yourself pulled together, you make yourself a meager breakfast and head into town to socialize with the locals. Little did you know how much that trip into town would change your world. In the months that follow, you would experience betrayal and revenge, hardships and triumphs, and would come to possess power unlike any other before you could have imagined! For the rest of all time, you would be remembered for what you became, not just in your village, but across the stars for the next ten thousand years!


    Elements: The Pack itself will be running many mods which players may be familiar with, but will be completely overhauled with the implementation of custom-balanced recipes using "The Better Begginings Mod" as well as a re-worked application of Thaumcraft, Blood Magic, and Botania. Further, many key components for getting started in various mods will be quest tied so as to keep a semblance of realism as well as provide players guidance in the new and drastically overhauled progression of the pack itself. Many items from included mods will be removed entirely to keep the content of the modpack within the parameters of the story-rich themed setting. The modpack will also have dramatically increased dangers compared to traditional minecraft, with the implementation of enviromine as well as changes to the behaviors of aggressive mobs causing them to become far more aggressive and grant them the ability to break into structures during specific events. The pack will also have a heavily tweaked implementation of Lycanite's Mobs. Needless to say, this pack is not for the light of heart.


    Collaboration: This pack is actually the third attempt at bringing about a Rite of Passage pack, but each time I've tried to go it alone. Needless to say, I've learned my limits. I need some passionate talent to make this happen, and I have a good idea of exactly what we need to make this happen! Anybody wanting to be part of this put in an application here in whatever format you feel presents you best. Communications for this will all happen on a designated Discord channel once you're on the team, so at least be prepared for that. Also, the pack itself so far is fairly system intensive, so keep that in mind.


    Needs:

    *=Critical

    +=Optional


      • Mapmakers
        • *Landscape Designer
        • *Builders (experienced with or a fast learner with carpenter's blocks, chisel, FMB, Custom NPCs, and Mr.Crayfish's furniture mod)
        • *Retro-gen handler (for adding ores/plants/etc to handmade maps)

      • Content Tweakers
        • *Crafting Overhauler (I've been doing it myself with CraftTweaker as well as a variety of plugins for it that supports the mods I've included, but if someone knows how to make the changes better with some kind of ASM patch or something, that would be great too. Some of the crafting changes will be implementation of the complex crafting systems in the three magic mods)
        • *Custom Content Creator (Someone with enough modding experience to add in component items used in crafting
        • *Enviromine Tweaker (able to use Enviromine's extensive configs to apply Enviromine's physics, food spoilage, heat, air, hydration, and sanity system to all the modded items that lack support)
        • *Thaumcraft/Botania/Blood Magic Tweaker (using CraftTweaker/ModTweaker, implement aspects to all modded items and entities, as well as provide support to Crafting Overhaulers to keep the Thauminomicon and Lexica Botania up to date)

      • Writers
        • *NPC Interaction Writer (using the combination of Custom NPCs and the Better Questing Mod to give clear and immersive interactions)
        • *Loresmith (Adjusting the implied lore present in the thauminomicon and various other books to keep with the quest itself using the very powerful Thaumcraft And Botania support in ModTweaker)

      • Artists
        • *Custom Content Artist (able to make textures for the coders adding pack-specific things)
        • +Voice Actors (if possible, have all the lines from the NPCs voice acted! Not necessary, but if volunteers happen, then yay!)
    Posted in: Mod Packs
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    posted a message on Tinkers' Construct IMC Skeleton Help

    I tried that, but the template is only part of the puzzle. For DynIMC to read it, it has to be fully composed json file as complete as its own micro-mod. I just don't know how to create an NBTTagCompound. I'm sure you're right that it really is that simple, but I have no modding talents.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Construct IMC Skeleton Help

    *facepalm* There is no official ExtraTiC thread. And you're failing to notice all the bold JSON all over the place, which ExtraTiC does not have to resort to.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Construct IMC Skeleton Help

    You really don't understand what I'm asking, Sailing. I KNOW the developer made a simple way to add IMC to allow mods to communicate with Tinker's Construct, and I KNOW the mod called DynIMC has a way of adding IMC code using JSON files instead of entire mods dedicated to it. I just don't know how to do it. Hence the post asking someone with a better understanding of JSON files to use DynIMC format files to use the IMC language implemented by the TiCon developer just for the purpose of adding in custom materials, furnace liquids, and the like. Yes, the developer of ExtraTiC knew how to utilize the IMC in TiCon to add in tons of custom materials, but I don't have an example of his code available in JSON format so I can add it myself.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Construct IMC Skeleton Help

    ExtraTiC won't add in items as I add them to my /private/ mod. The developer of TC added in simple IMC for a reason, and DynIMC is a way to implement it without having to make a whole new mod. I just need someone who can whip together a skeleton for me. It'll probably be useful to others with such ambitions as well.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Construct IMC Skeleton Help

    I hope this is a small request, but I need a template IMC that I can use to add in new Tinker's Construct materials and tools. Tinkers' Construct uses IMCs quite well to create new Materials for tools all with a few lines of code, but darned if I know how to code them in. If anybody can use this information HERE to make me a skeleton of sorts for adding in new Tinkers' Construct content so that all I have to do is go in and fill in the blanks, so to speak, I'd be much appreciative. I'm developing a modpack that adds in quite a few new items to the game as a bridge between various mods, but since I'm using Tinkers' Construct, adding new tools is not as simple as adding new tools, even though I'm assisted by Custom Stuff 3. If anybody can whip up this IMC, I'd be much appreciative. I tried using DynIMC to compose the IMC I needed, but I cannot figure that out either, and it just uses JSON files.

    Posted in: Requests / Ideas For Mods
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    posted a message on JsonAbles! Time to Tinker!

    Is this mod still being supported? Cuz I have a plethora of questions that I have

    Posted in: Minecraft Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    Okay. I've been pounding around the 1.7.10 version of the mod, trying to learn the ins and outs of Custom Stuff, and found a big bug with armor creation. It seems that any armor that I create using my custom armor material set are wiped on game restart, even if they were working perfectly during the session in which they were given those armor values.The items themselves still exist, but their material switches to "CLOTH" and their icons, textures, and display names are reset to default. I'm not 100% sure the two are connected the way they seem, but I've been able to duplicate the bug over and over again.


    NOTE: All below edits pertain to the version 0.9.7 for MC 1.8.9


    EDIT: The problem is in the 1.8.9 version as well.


    BUG REPORT EDIT:

    1.Using "onUpdate" from the block settings does not work, but using onUpdate from the tile entity settings does.
    2.Setting the velocity of particles in "spawnParticles" has bizarre behavior depending on the particle chosen, ranging from flashing rainbow particles to particals that go in all horizontal directions at once. Some particles listed didn't work regardless. (Example, setting a positive y velocity of 10 or higher on reddust results in rainbow particles that don't move, setting positive x or z velocities with spell made them go out in a broad cone upwards, regardless of a neutral y velocity)This problem does not happen if called by "onRandomDisplayTick". Oddly, while "onUpdate" can be used from the Tile Entity section to spawn particles, "onUpdate" from the block section cannot. These rules are not immediately obvious, as both list it as a potential action.

    3.No such file exists for setBlockMetadata and similar. I'm assuming that's the script that allows alternate block states, though I'm still completely clueless on how both work. As it is, it has no explanation of the fields that it works with.
    4.Having a .mcmeta file in the same folder as a mod block texture when trying to pick textures crashes the game. This seems to mean that animated textures can only exist with the aid of an external resource pack for now.

    5.While custom block models are supported, oddly, textures for those block models are not. If it has a custom block model, it no longer seems capable of having a correct texture.

    5.Apparently, if the same block model is loaded via a resource pack, it works. Otherwise, the game does not load the textures.

    SUGGESTION EDIT:

    1. Possibly add a new script/setting for furnaces (and by that, I mean any block that could concievably be scripted to have a inventory GUI) that declares a boolean for when the block is actively "smelting" something that could be used as a trigger similar to how onUpdate and onUse work? If that's already in and I just don't know what it looks like, I'd love to know where it is and how to use it as it is.
    2. Possibly make a GUI for setting/controlling alternate block states.
    3. Possibly add a GUI menu for organizing all your fuel and smelting recipe categories instead of relying on manually entering them in from memory with the possibility of typos, and thusly creating new fuel and smelting categories on accident.
    4. Possibly add a GUI menu for adding new custom particles to the game to be implemented by various scripts.
    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    Okay. I got an idea for a script, but am completely clueless as to how to make it. I noticed it is possible to script blocks and items to have custom actions based on being right clicked or clicked and a variety of other means. Also, though I don't yet know how to compose them, it seems there is a possibility to have alternate block states, which I ASSUME means a block can be transformed into a new block with a script, essentially. My idea is to have a non-gui crafting system based on using the corresponding items on the block in the right order. This will potentially result in a LOT of block states, but if it works, then I will be beyond happy with it. Can someone with knowledge of the scripts necessary to perform such an action help me with this?


    EDIT: or so I thought.... Odd... I cannot find the block state settings anymore in the 1.7.10 version. Was I imagining them?


    EDIT 2: Well dang... there are a LOT of features gone from the 1.7.10's version. I'd update to 1.8.9, except BOTH of my computers have a huge problem with 1.8.9 mods. For some reason, after a world has been active for around 1 hour, it develops a lag that freezes the game for 30 or more seconds every 3 seconds that pass between them. I don't know what causes it, but where I can play with 100+ mods in 1.7.10, I can't play even a basic forge install in 1.8.9. It gets even worse with 1.9, which is unplayable entirely without mods for the same reason. Something in the newer code is just wretchedly broken on BOTH my machines.



    EDIT 3: So apparently I don't have a clue how to script even with the simplest of tasks. I tried to make a script that was roughly equivalent to the bucket's function of changing into a full bucket of a specific liquid when used on said fluid. I'm trying to make Item A turn into Item B when right clicked on a source of still water, WITHOUT consuming the water. Every script I've tried either froze the world or crashed minecraft entirely. I don't know the first step of composition of scripts. The in-game documentation essentially gives meaning to the individual "words" of the language, but doesn't explain how to form those "words" into a functional "sentence", much less a meaningful "paragraph" if that makes sense.

    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    Connected Textures are best supported by a resource pack instead of a mod. You might want to look into that first.

    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    Quote from CubeX2 >>

    You can't do custom crafting tables yet, so it wouldn't make much sense to have recipe lists for them.
    At the moment you can only have regular recipes, no damaging or not consuming.



    Oh. Good to know. I just assumed I didn't know how to make them. I just figured they required more knowledge than I had on how to use the mod. Okay.
    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame
    Quote from CubeX2ยป

    Something like this could work:

    player.getInventory().damageItem(player.getCurrentSlot(), 10);
    world.spawnParticle('theParticle', player.getX(), player.getY(), player.getZ(), 0, 0, 0);
    
    var dx = entity.getX() - player.getX();
    var dz = entity.getX() - player.getX();
    var length = Math.sqrt(dx*dx + dz*dz)
    var speed = 2.0;
    entity.setVelocity(dx / length * speed, 0, dz / length * speed);


    Holy Crickets! That's alot of information! I wish I understood it all. I'll input it and see what results. I assume if I leave it as is, it should work, except for change 'theParticle' to the name of the particle? Sheesh... it just looks like a jumble of numbers and letters. I really wish I had a better understanding of this math stuff.

    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    I also just noticed that your shaped and shapeless recipe makers on the 1.8.9 version don't have recipe tables like the smelting recipes now do. And also, is there some key combo I can hold down or something that will allow me to specify an item in a crafting recipe as a container item or "tool" item so that they are not consumed? And possible a way to set tool items to take usage damage when they are used in a crafting recipe?


    Sorry if I'm heaping on too much at once. :( I have been in all out dev mode making a design document for a mod I want to make for 48 hours straight, and keep running into barriers in executing my designs. Beggars can't be choosers, though.

    Posted in: WIP Mods
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    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    On a separate note, I'm trying to figure out how to script actions to items. I have a scroll that I want to do three things simultaneously when you right click on a mo The item needs to take 10 damage, spawn swirly potion partacles in a burst in front of the player, and send the mob flying away from the player about 10 blocks or so. But I can't even get it to do any one of the things.


    Also, I can't seem to figure out how the shift-click options work for furnaces. There aren't any tips as to what the numbers mean, as far as I can tell.


    In case it wasn't obvious, I'm somewhat incompetent in coding. For that reason, I'm IMMENSELY grateful to you for developing this mod, CubeX2. I've always been an idea person, but never been smart enough to make those ideas reality, and this mod is helping me finally do it.


    Also... not sure how feasible this is, but had you considered implementing subcategories of furnaces to facilitate multiple inputs, multiple outputs, fuel-less operation, and post-operation fuel consumption (similar to how a brewing stand does not consume the ingredient being brewed into the potions until the process is complete).


    I'm not a programmer, so I don't know what would need to happen to make that work, but I had to throw it out as a consumer.

    Posted in: WIP Mods
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