• 0

    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]

    Updated to support 1.12 although I may have to do future updates on that version when Forge releases a stable version for 1.12.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]

    An update to fix a major XP miscalculation was released yesterday. I urge people using the 1.10.2 or 1.11.2 versions of the mod to update to prevent potential exploits.


    Along with that fix, some new changes to configurations have been made including metadata support, for blacklisting and ore dictionary support for tool overrides. A highly requested feature to be able to manually group blocks together has also been implemented. This allows you to, for example, group dense ores and their vanilla counterparts together so that excavations treat them as one single vein.

    Posted in: Minecraft Mods
  • 0

    posted a message on Twerk Sim 2K16 - Work it, twerk it, grow that wood! [1.10.2, 1.11.2]

    Updated to support 1.11.2! (Credits to OhYea777 for helping with that)

    Quote from vinixd1997»

    Is there any chance to get this working on sugar canes ?


    This mod works on anything that bonemeal does as long as it isn't blacklisted.
    Posted in: Minecraft Mods
  • 1

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    One of the major modpacks, Project Ozone 2, just swapped to using BQM. Previously they had been using FQM, which is now removed from the pack. Unfortunately, their BQM implementation doesn't track the quests completed in FQM, meaning that somone who has been playing PO2 for a few months would have to start all over.


    Now, obviously, this is not the fault or responsibility of the makers of BQM. However, can the makers of BQM offer any advice on possibly transferring over FQM quest progress into BQM? I did a quick scan of the thread and saw ways to integrate new quest lines, but nothing on integrating completion for identical questlines from one system to the other.



    I'm planing on supporting importing HQM progress but I need to sit down and figure out HQM's save format (despite being marked as '.dat' it isn't NBT). The quest lines were easier to import because they can export as JSON

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Item Drops - Render 3D items flat on the ground or catch them in mid air! [1.9.4, 1.10.2, 1.11.2]

    Now with 1.11.2 support \o/


    (I also fixed up the download links on the post being way outdated compared to Curse)

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from NolanSyKinsley»



    Hmm, it doesn't seem to be doing that, the HQM quest bags are still in the quest rewards after importing a HQM quest line instead of the replacement loot chests from Standard Expansion. Should I remove HQM altogether before importing the HQM questline?


    **edit** no, that just put placeholder items in place of the HQM loot bags... I think the original HQM files I am trying to use may be malformed, the quests are not showing properly in the HQM book and that is why I wanted to migrate to BQ. The quests show properly in BQ, just the bags are still the HQM ones.


    Odd... I wonder if HQM changed the bag IDs for whatever reason. I'll take a look at it soon (if you're fine posting a pastebin link of the malformed file that could help). For reference, what version(s) are you using and what version of HQM exported the JSON?
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from RiverC»

    Hmm. is there any good way to find out what the resolutions or aspect ratios of various GUI assets are? The title card is a little counter-intuitive... I'm not sure what exactly it is doing, to be honest. It looks like the bottom half of the image is used in a separate quad that can be overlaid over the first, but if there are certain resolution restrictions or aspect ratio restrictions I'm not sure exactly what they are. I will probably just mess with it until I get it to work, which is what I've done with most everything; it would however be nice to have a bit of info on that, as the wiki is pretty vague.


    It also doesn't mention, but in order to actually change the title card you have to edit the betterquesting object itself and change the image that way. I only realized this indirectly: the fact that the wiki page tells you what the syntax is indicates it's going to be somewhere in code, and the first place to look was on the settings-gear control on the main splash page.


    It is a bit confusing and I'm sorry about that, I've been focusing on fixing and improving a lot of things so documentation is either outdated or non-existent at the moment (wiki was written for 1.x.x builds). The home screen GUI resolution follows the same rules as any other Minecraft GUI i.e. it must be square with a power of two length equal to or above 256. The top half of the texture is the background and the bottom half is the title overlay. Title offsets and anchoring can be adjusted with the options found through the gear icon. That 'syntax' is actually the standard Resource Location format Minecraft uses which includes textures and sounds loaded through resource packs. BetterQuesting includes are resource directory where you can load custom things into your packs without it showing up in the in game resource pack listing. This tends to be the best place for home screen textures, theme reskins or custom quest completion sounds
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from NolanSyKinsley»

    I understand that you can import bags from HQM, is there a way to automatically replace quest reward HQM bags with the counterpart loot chests from the standard expansion or does that have to be done manually?


    If you're importing a HQM quest line then that should be done for you automatically. The loot doesn't need to be loaded at the time of import, BQ can figure that out on its own when you import loot. Same goes for extra life hearts, those automatically get converted too.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from Minecr4ck»

    I'm playing the modpack Forever Stranded and after logging in, I found my completed quests deleted.

    Is there a way I can manually input(config?,NBTexplorer?) the quests I have completed? Giving myself items in creative doesn't complete the retrieval tasks. I tried editing the Questprogress.json file in the world save file, but I dunno if I did it wrong as the file seemingly reset it?



    Does your logs show any notable loading errors? This pack seems to be having a few issues with BetterQuesting and I'm not particularly sure why

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    Before anyone asks. Yes I am aware the update check is failing. I was not informed in advance that the build service I had been using was being deprecated and everything has gone pretty much as well as you can expect when a critical service goes down. I'm working as fast as I can to organise a new more reliable service but in the mean time I'll be sending out an emergency update to temporarily disconnect the update checker

    Posted in: Minecraft Mods
  • 0

    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]
    Quote from Dethmunki»

    I am having the single-block-at-a-time issue like many others here I have re-keybound both the grid and excavate to the keys I want. I can cycle through the different grids but even with stone or iron tools I cannot excavate. I checked the "oreexcavation_overrides.json" file and all it says is {"overrides": [ ] }


    Can you let me know what it should say in here? I would love to be able to use this mod.


    Full config (as a link)?
    Keybinding?
    Keyboard layout (yes this matters)?

    PS: I'd prefer issues to be posted to the GitHub issue tracker
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from Death_Sabre»

    Hi. Hoping you can help me. I've tried googling and i'm coming up blank, I have to believe this has been done before.

    I'm trying to set up a Quest for the Player to obtain a maxed out Agricraft seed (i.e. 10/10/10)

    I'm assuming a retreaval quest with consume off to obtain a Wheat_seed then edit the raw NBT data and add a tag for strength 10 growth 10 gain 10.

    but nothing i've tried has worked...


    What format should i be using?


    i've tried

    ({strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}) - as copied from /mt hand

    {strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}

    (strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short)

    strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short

    strength: 10 as short

    (strength: 10 as short)

    {strength: 10 as short}

    strength: 10


    None of those has worked


    No that definitely won't work (the way you're attempting to do it anyway). When choosing an item for a task you can just select the item out of your inventory with all its NBT still intact. There's also a dedicated in-game editor for changing NBT tags on items within tasks (click the [...] button next to item entries).

    I highly discourage trying to edit the JSON files outside of the game unless you know exactly what you're doing and how the BQ format works. There is a high likelihood you could corrupt the quest database doing that.
    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from alex123456»

    Hei, i have a little problem. Im using mo creatures mod with epic siege mod and even tho i dont get a crash i get a gamebreaking lag-bug.


    This seems to be the problem


    in case you dont know, horsemob is a flying horse from mo creatures mod. Thank you for the help


    [19:17:23] [Server thread/ERROR] [epicsiegemod]: Unable to set AI hooks in HorseMob
    java.lang.ClassCastException: drzhark.mocreatures.entity.ai.PathNavigateFlyer cannot be cast to net.minecraft.pathfinding.PathNavigateGround
    at funwayguy.epicsiegemod.ai.ESM_EntityAISwimming.<init>(ESM_EntityAISwimming.java:18) ~[ESM_EntityAISwimming.class:?]
    at funwayguy.epicsiegemod.ai.modifiers.ModifierSwimming.getReplacement(ModifierSwimming.java:20) ~[ModifierSwimming.class:?]
    at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.func_75776_a(EntityAITasksProxy.java:37) ~[EntityAITasksProxy.class:?]
    at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.<init>(EntityAITasksProxy.java:26) ~[EntityAITasksProxy.class:?]
    at funwayguy.epicsiegemod.handlers.MainHandler.onEntityConstruct(MainHandler.java:61) [MainHandler.class:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_212_MainHandler_onEntityConstruct_EntityJoinWorldEvent.invoke(.dynamic) [?:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:?]
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
    at net.minecraft.world.World.func_72838_d(World.java:1129) [aid.class:?]
    at net.minecraft.world.WorldServer.func_72838_d(WorldServer.java:1064) [ls.class:?]
    at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:159) [aik.class:?]
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:198) [ls.class:?]
    at WorldServerOF.func_72835_b(WorldServerOF.java:37) [WorldServerOF.class:?]
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) [bzl.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
    at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]


    I'll get that fixed up next update
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from evilmrhenry»

    I'm not in edit mode. I ran "/bq_admin default save", created a new world, completed #11, and was able to open #12, even though it was greyed out. Other greyed-out quests are inaccessible.

    What version are you using?
    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    I've updated the description to reflect just how much was cut from 1.10.2. Pretty much any biome spawn list modifications and structure/world generation features have been removed. There are other purpose made mods that can do these things better than I and this lets me better streamline development on the most important part of the mod, deadly AI behaviours!

    Posted in: Minecraft Mods
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