• 1

    posted a message on Intangible (0.0.25 Alpha)
    Quote from mr_parcore»

    i have killed a wither 4 times with a soul less iron golem near by and the doomed soul has not gone in the soul less iron golem and I have not crashed plz help


    That won't work unless the soulless golem has already been through an absorption-extraction process with a certain other kind of soul. Make sure the soulless golem is glowing white-ish before you fight the wither, and after the wither fight, it should no longer be glowing white - instead it has a rather faint purple effect.
    Posted in: WIP Mods
  • 1

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»

    @Febilia Are you sure it works with the Dungeon Stone? Because the Fairy Spawner blocks extend that class and function identically as far as rendering and block logic.


    Maybe you can do a little test for me: in Creative Mode, place one each of the Dungeon Stone and Fairy Spawner, both in the regular and unbreakable versions. See if you can use the gun / crash on any of those. If those all work (as in they don't crash), then try using any of those same blocks and sneak right-clicking on another block to take on a different texture, then place that block and try again.




    Oops, perhaps I was a bit unclear; what I meant was that the gravity gun does NOT pick up dungeon stone blocks. It doesn't even try to pick them up, it just does the little sound that indicates "hey this block is not something you can pick up" when I try. However it does attempt to pick up the fairy spawner block, and subsequently crashes.

    I already tested with the dungeon stone + gravity gun with the aforementioned results, but I hadn't tried disguising the actual dungeon stone; I did try both the textured/untextured fairy spawner(the breakable version, for the record), which crashed in both instances.

    It might have something to do with the fairy spawner being considered a tile entity(if I'm not mistaken)? The gravity gun is supposed to be able to pick up/move tile entities while maintaining their internal data and whatnot, like chests and monster spawners. When I disabled the 'block' picking up ability in the gravity gun config, it still attempted to pick up a fairy spawner, so that's my reasoning behind thinking it's a tile entity.

    However, in a moment I will re-install Gravity Gun and perform those tests that you suggested. If no one else has posted by the time I'm done I'll just edit this one.


    EDIT: Okay, here are my results from those tests....

    When using a supercharged gravity gun(which can pick up tile entities):


    Breakable fairy spawner: Crashes the game after making the “dungeon has been opened” sound(the zelda jingle from when something is triggered/unlocked like a dungeon blowing up!), logged back in to the world to find the block one place closer to me than before(as though it had been picked up but then when the game crashed, was dropped again and subequently placed back into the world, since that's how the gravity gun does its thing with blocks/tile entities)


    Breakable fairy spawner with other block texture: Crashes the game after making a “dungeon has been opened” sound


    Unbreakable fairy spawner: Cannot be picked up by any gravity gun


    Unbreakable fairy spawner with other block texture: Cannot be picked up.


    Breakable dungeon stone: Cannot be picked up


    Textured breakable dungeon stone: Cannot be picked up

    Unbreakable dungeon stone: Cannot be picked up



    Textured unbreakable dungeon stone: Cannot be picked up

    Using a normal gravity gun with default config settings does not allow you to pick up any of the aforementioned blocks.


    So in that sense I suppose it's an issue with the breakable fairy spawners and not any of the other blocks.

    Posted in: Minecraft Mods
  • 2

    posted a message on Witchery 0.24.1

    I remember mermaids/ocean expansion being mentioned one of the last times I really checked the recent pages of the thread - don't know how that turned out, since the thread seems to be moving fairly quickly.


    Had a bit of an idea, though I haven't done a whole lot of research into mermaids/sirens/etc, so it's just a concept that could probably be corrected/expanded upon with the proper knowledge...


    What if instead of BECOMING a mer-person somehow(as I remember people saying that would be a bit odd with folklore not talking about that happening in general), you can just FIND them via special circumstances and interact with them?




    Like, there would be specific requirements for one spawning, possibly you would be in a boat and have a certain kind of buff/debuff from a potion or otherwise, or use some kind of item that would attract a siren when it's used in a specific way - but it only works in ocean-type biomes. Since I recall from general knowledge that siren songs are in general pretty terrible and drowning sailors and stuff, possibly if you aren't wearing earmuffs(already present in the mod), you get thrown out of the boat(to represent you voluntarily jumping out of the boat, as sailors were made to do from siren songs) and gain the 'sinking' curse effect until one of three things happens - you die, the siren/mermaid is out of range, or the siren/mermaid is slain or despawns somehow.


    I'm not sure what the benefit to slaying a mermaid would be, honestly - perhaps it would outright attack you once it realizes you are wearing earmuffs and that you can't hear its song. And maybe the mermaid would drop a special item used in some kind of potion-making or crafting an item/armor set that makes it easier to survive underwater(and likewise slows you down or gives you debuffs when you're out of water)? I know there are already brews which can do similar things to help water-based navigation, but maybe there could be some kind of other bonus that's only present when you're in water while you use these items...?


    Perhaps you could get some kind of bonus if you manage to trap/subdue the mermaid or enthrall it somehow? Like, being able to have them as 'guards' of some kind around an island base or one surrounded by a moat, which would doom any who try to enter water with the curse of sinking unless the mermaid/siren is given the taglock of a specific person/creature, or alternatively you could also set it to ONLY affect those who are taglocked. I am aware this is very similar to how fetishes currently work within the mod, but the mechanics seem fairly interesting, and I don't believe there is a fetish which does this effect already... perhaps with some work involving a redstone-powered(via a certain kind of fetish, I believe one can create a redstone signal when it senses a certain entity?) automated rite that casts the curse of sinking, but I'm not sure that's possible on just random people without a specific taglock.


    Alternatively, if you impress the siren somehow(perhaps by surviving underwater for a certain amount of time with siren-based gear from their drops, even if you are hearing their song and cannot surface?), you can lead it to specific locations in water-based locations and create an underwater settlement for them, and when other sirens are led there as well, you can trade with them(using either a specific special currency or emeralds). They'd mostly specialize in aquatic things(like aqua affinity enchanted books, pre-enchanted fishing rods, salmon/pufferfish/clownfish/etc. that are a pain to fish for specifically, that kind of thing). Possibly the 'village' would need to be below sea level, the entirety of it would need to be filled with water up to a certain level - and would have different 'village' requirements than vanilla, since you would be required to constantly be underwater for it to register as a settlement.





    I don't know. Just some thoughts I had. Who knows, maybe they would be useful or inspiring somehow to someone who could improve upon the concept? I really think an expansion to oceans would be great, currently I abhor oceans because I just travel over them to find other biomes since there isn't really much of note in them.

    Posted in: WIP Mods
  • 2

    posted a message on Witchery 0.24.1

    Just wanted to give a few tips for those having issues with cauldron brewing. Figured some of these out through trial and error, since the book isn't 100% clear on some points...


    Incoming wall of text! There isn't really a tl,dr; version, I apologize for that.


    1. Ingredient capacity depends on the "level" of the effect as shown in the book. I know, this sounds obvious, but at first I didn't realize that the reason I couldn't create a brew of endless water was because it was considered a level 2 effect, and therefore I needed at least a nether wart thrown in, not just a mandrake root. This also means that you do NOT need to add more capacity ingredients just to make "space" for the duration, power, etc. of a brew.


    2. Brew of Endless Water acts like a CRAFTABLE item, not a brewed item. What does this mean? Several things!


    • You don't need a bottle to "finish" it, it just pops out when it's ready.
    • This also means you can't get more than one from one brewing with higher skill like the other brews.
    • Although it acts like a crafted item in the cauldron, you can still change its "power" with glowstone, blaze rods, and/or charged attuned stones. This works like normal brewing, where you need to throw them in the correct order before you throw in the ingredient itself(a snow block, in this case). For the Brew of Endless Water, the "power" affects how many charges the brew has when it is crafted. Level 1 gives you 5/100 charges. Level 2 gives you 20/100, and I would imagine that level 3 gives you 50/100 or 100/100, haven't personally tried it since it seems like a waste of a charged attuned stone; more on this on the next point.
    • The finished brews that you make can be "combined" in a crafting grid like other repairable items in order to combine how many uses they have. So if you have a level 1 BoEW that you made with 5 uses in it and then a level 2 BoEW with 20 uses in it, you could combine them and get a BoEW with 25 uses remaining. This works up to 100/100 uses, take that as you will!

    3. Mousing over the ingredient needed for an effect tells you how much altar power is required to successfully create/bottle the brew. If you don't have an altar nearby or it doesn't have enough power, the brew will not splutter, and will not let you bottle it.


    4. On the topic of raising your brewing skill:


    • If you plan to level up your brewing skill, please please PLEASE make a Seer Stone! It will make your life MUCH less difficult. If you shift-use it, among the information it gives you about yourself is your current brewing skill as a numerical value.
    • Make sure that you start with lower level effect brews, so that you waste less capacity ingredients(not usually an issue with the first two levels, seeing as the only ones you really need are mandrake root and nether wart, but after that the ingredients for capacity get a little costly and it's a waste to make the higher level ones when you only can get one brew at a time from the batch).
    • I haven't exactly figured out the leveling curve, but I believe that getting from levels 0-10 was definitely possible with only level 1 effects, then for 10-20 it was either level 1 effects or level 2 effects, check your seer stone every time you bottle a brew to see if your skill went up when testing this. After you reach certain levels of 10, you no longer receive skill points from the previous "tier" of effect, and it isn't every 10 levels.
    • The first "skill up" mark that I found when practicing brew bottling was at the numeric value of 30, where I got a message saying I was more skilled. While wearing a normal witch's hat/robes and having a toad familiar(unsure whether that affects cauldron brewing or not), at that point I was able to get an average of 3 brews bottled per batch. The next skill up increment I discovered was 60. Currently my brewing skill is 80 and I will have to test whether I get another skill-up at 90(currently, with the 60+ skill and witch hat/robes, I can get a solid five brews from one batch of ingredients).
    • When your skill goes up and you can get more brews bottled, I have good news for you! EVERY time you bottle a brew, even if it's in the same batch, you will get skill up points if the brew is within your 'skill range!' So if you got to level 30 in brewing and then made a brew that would allow you to gain skill points, if you got 3 bottles from it, then you would get 3 skill points, not just one.

    5. The capacity modifiers stack, but you don't NEED every previous tier to get the capacity you need. I'm not sure how to word this so it makes sense, but I'll try anyways: The main thing I use this knowledge for is that for creating level 2 effects(or the brew of endless water - which is listed as a level 2 effect, hint hint), you only need a nether wart to have capacity for the simple level 2 brew. You don't need the mandrake root AND the nether wart to get a level 2 capacity, even though the book says to do them in order, you are not required to use all the previous modifiers in your total(though in higher level brews you do really want to do that, since you'll be trying to make the most of every space you have). Doing both gives you a total of 3, but if you only NEED 2 capacity, then you are better off saving your mandrake roots for when you really need the cumulative boost. In the same way, level 4 brews only need the nether wart and the tear of the goddess to get to level 4. Mandrake root is not required until you get to level five or higher, where the brew capacities start to need pretty much everything you can put into it to contain the effect.


    6. This one is important once you get to higher bottling skills, in regards to the altar power. Seriously, really important. So this is it: the total altar power from ingredients needed to bottle a brew is PER BOTTLE. Yup, that means that if you can bottle a brew several times from one batch and your altar doesn't have enough power in it to do all of it at once, you'll have to wait for it to recharge before you can get another bottle of the brew. If you're using the same altar for several things at the same time(such as maintaining an infusion-charging setup nearby), it is important to be mindful of not completely depleting the altar of its power while bottling your brews - I accidentally shorted out my nearby infusion recharging setup not long ago when I tried to bottle a brew the instant the cauldron started spluttering again.


    7. I've already touched on this previously, but will put it here for clarity's sake: You can ONLY bottle a brew when the cauldron is spluttering. If it's bubbling and accepted your ingredients but there are no particles flying out of it otherwise, it's quite possible you either need to have more altar power(did you overlook the costs in the book?), or your altar is depleted of its power to the point where you need to wait for it to regain enough of its power to allow you to bottle the brew. Don't try to make anything that requires altar power unless you actually have an altar with sufficient power nearby - otherwise you will have to either clear your cauldron using quicklime/gypsum or put and charge up an altar nearby, thereby rendering your cauldron unusable until you have enough altar power to actually create what you were trying to make.


    8. If you currently cannot bottle a brew you've created because of altar power costs, don't panic! The ingredients will not go to waste or disappear as they would in a kettle, even if the fire under the cauldron goes out. If you have the means to create an altar nearby and don't want to waste your ingredients, you can take your time setting it up - the cauldron ingredients aren't going anywhere, though you may want to make sure that nothing else drops into it while you're doing so. Alternatively, if you want to get rid of what is in your cauldron without breaking it, you can drop quicklime into it to clear its contents(but doing it this way will also create an explosion; it will not damage terrain or you, but it may damage other nearby entities, so take care). Gypsum works as well, and as a plus it doesn't create the explosion when it's dropped into the cauldron; however, if you do not yet have a distillery to create gypsum, quicklime remains the cheaper option.


    Well, that's all I can think of for now. Hopefully that will clear some things up for other people who wanted to get into cauldron brewing but didn't know how some of the mechanics worked.

    Posted in: WIP Mods
  • 6

    posted a message on [32x32] [1.3.2 & pre12w37a] SummerFields R29.a is out ! Ready for the latest snapshot ! [14/09/2012] [+950K Download]
    Hey... this is one of my favorite packs, and I've been following it for a long time now, since before the whole "Jolicraft-ripoff" fiasco. Since then, there are many changes that I like that make this pack more unique, but unfortunately there is something that has been preventing me from using this pack of late.

    It's the water and lava. They're just re-sized versions of the default textures, and look so bad compared to the rest of the pack that I can't use it happily. The same goes for other textures that you haven't quite gotten around to yet(like sheep and probably others, last I checked). It's cool that you're working on supporting those mods and making animated wildgrass and stuff, but do you think maybe you could focus more on finishing the pack itself first before going off into those additional details? Lots of people don't use mods and would still love to use this pack, but probably are waiting for a full, completed release like I am.

    Just wondering what your priorities are, and how you're going to deal with this texture pack's completion. Do you plan to finish it before Minecraft's official release next week, or just go at your own pace? I know it's none of my business how you go about creating your pack, but I do think many people would be pleased if you focused on the pack's completion before mod support.

    That being said, I'll wait patiently for whenever the release is... and hope that it comes someday soon. Can't wait to see how you depict some of the other textures you have yet to finish! :)
    Posted in: Resource Packs
  • 1

    posted a message on [32x,64x,128x,256x,512x][1.0.0] Vector (alpha release)
    Guys, I think it's dead... there hasn't been any updates on its progress for ages. Stop bumping the thread. :[
    Posted in: Resource Packs
  • 6

    posted a message on Over-Commercialization of Texture Packs
    The reason people are saying not to use adfly when re-posting their works is because it's really irritating to see someone using your work for profit- whether they have permission or not can really change this, but for the most part it is incredibly annoying and stressful. Texture packs are a form of art at this point, and although I'm not the best texture pack editor, I draw, and having been in an art community for ages, I can tell you that it's serious business when someone steals your artwork and claims it as their own. Would you want something you worked really hard on to be taken away without permission and your name/recognition erased from it? Especially if the person was making money off of it, money that you might be making otherwise? And if you made it for non-profit purposes, it's painful to see someone take it and earn some money from it - if anyone should be earning something, it's the creator, the person who worked really hard on it. Not some random person who happened to like the textures and thought it'd be fun to upload them as their own.

    Even if you don't give a crap about whether you earn money or not, it's still demotivating and hurtful when someone steals something you made. The reason people want you to credit them is so that other people know where to get the pack if they're curious about it. Plus, when you work hard on something, you want to be the one to get recognition for it. As I've stated before, it's infuriating when someone steals something you worked hard on just to make a quick profit. It's rude and inconsiderate towards the texture pack creator, and while it's probably impossible to stop just as the theft of internet drawings is inevitable, it doesn't make it any less wrong.



    ...rant over. In all seriousness, though, maybe you should look into why people do these things instead of just complaining about it. It's true that some people really do need to take a chill pill with the whole 'earning money from texture packs' thing, but I'm pretty sure the majority of good pack makers are doing it for FUN, not for profit.
    Posted in: Resource Packs
  • 2

    posted a message on Blurcraft! [1.7] [16x]
    Quote from YoWazzup

    he also put effort in it. so do i! (in my own texture pack)

    Putting a blur filter over the default textures does not equal the effort put into individually drawing every texture pixel-by-pixel like most good pack creators learn to do. I don't know about your texture pack because I haven't seen it, so don't go accusing me on that point.
    Posted in: Resource Packs
  • 1

    posted a message on [1.2.5] Candy Mod v1.1_02
    Quote from TheBrainiac1mil

    well you are right. i was just thinking of the sugar block as sand.but instead of grainy sand it is grainy sugar. but it could be like a sugar cube. :3

    Oh, I know what you mean, your way makes sense as well. I was just thinking that a sugar block would have a lot in common with a sugar cube, y'know? :wink.gif:

    It's up to the creator of the mod in the end. Either way, this mod is deliciously sweet and I can't wait to see what new features will be added to it. :biggrin.gif:
    Posted in: Minecraft Mods
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