• 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 Keybounce»

    I cannot believe that I just now found out about this, after giving up on HQM because it was too hard, inflexible, and editing/updating was a pain ...


    Am I reading correctly that all of your data is stored in editable JSON, so that I don't actually NEED to use a gui to update things (I could use a text editor and global search/replace if I'm careful?)


    Yes, progress is also separated into its own JSON file too. Even if you do make a mistake in the JSON format outside the GUIs, the mod will put the malformed file aside for you.
    Posted in: Minecraft Mods
  • 0

    posted a message on InfiniteInvo - All the inventory space a player could ever want and excessively more
    Quote from Cytheruk»

    Hello, this mod seems to break amnesia lights mod, the flashlight/miners helm no longer work, they function by lighting up a limited amount of an area that your looking at similar to dynamic lights, it doesnt light up when used together with this mod trophy slots doesnt have this issue but i'd prefer infiniteinvo.


    Thanks.


    Strange considering I know Dynamic Lights functions just fine with InfiniteInvo. This sounds like an inconsistency with how Amnesia Lights is accessing the armor slots.
    Posted in: Minecraft Mods
  • 0

    posted a message on InfiniteInvo - All the inventory space a player could ever want and excessively more
    Quote from kamad»

    I found an error related to overlays:



    Error:
    [12:54:40] [Client thread/ERROR] [FML]: Exception caught
    during firing event
    net.minecraftforge.client.event.RenderGameOverlayEvent$Post@10bc1963:
    java.lang.NullPointerException
    at net.divinerpg.utils.events.UpdateChecker.isUpdateAvailable(UpdateChecker.java:25) ~[UpdateChecker.class:?]
    at net.divinerpg.client.render.gui.GUIOverlay.drawOverlay(GUIOverlay.java:34) ~[GUIOverlay.class:?]
    at net.divinerpg.utils.events.EventOverlay.renderOverlay(EventOverlay.java:19) ~[EventOverlay.class:?]
    at

    cpw.mods.fml.common.eventhandler.ASMEventHandler_31_EventOverlay_renderOverlay_RenderGameOverlayEvent.invoke(.dynamic)
    ~[?:?]
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:?]
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140) [EventBus.class:?]
    at net.minecraftforge.client.GuiIngameForge.post(GuiIngameForge.java:899) [GuiIngameForge.class:?]
    at net.minecraftforge.client.GuiIngameForge.renderExperience(GuiIngameForge.java:544) [GuiIngameForge.class:?]
    at net.minecraftforge.client.GuiIngameForge.func_73830_a(GuiIngameForge.java:150) [GuiIngameForge.class:?]
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1362) [blt.class:?]
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001) [bao.class:?]
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898) [bao.class:?]
    at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
    at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
    [12:54:40] [Client thread/ERROR] [FML]: Index: 2 Listeners:
    [12:54:40] [Client thread/ERROR] [FML]: 0: NORMAL
    [12:54:40]
    [Client thread/ERROR] [FML]: 1: ASM:
    net.divinerpg.utils.events.EventExtraArmor@750acd73
    renderOverlay(Lnet/minecraftforge/client/event/RenderGameOverlayEvent$Post;)V
    [12:54:40]
    [Client thread/ERROR] [FML]: 2: ASM:
    net.divinerpg.utils.events.EventOverlay@3bdb01fe
    renderOverlay(Lnet/minecraftforge/client/event/RenderGameOverlayEvent;)V
    [12:54:40]
    [Client thread/ERROR] [FML]: 3: ASM:
    assets.rivalrebels.client.gui.RivalRebelsRenderOverlay@272b4353
    eventHandler(Lnet/minecraftforge/client/event/RenderGameOverlayEvent;)V
    [12:54:40]
    [Client thread/ERROR] [FML]: 4: ASM:
    ckathode.weaponmod.render.GuiOverlayReloaded@2f3dea8e
    renderGUIOverlay(Lnet/minecraftforge/client/event/RenderGameOverlayEvent;)V
    [12:54:40]
    [Client thread/ERROR] [FML]: 5: ASM:
    jds.bibliocraft.GuiBiblioOverlay@5734b420
    RenderGameOverlayEvent(Lnet/minecraftforge/client/event/RenderGameOverlayEvent;)V


    This doesn't really have anything to do with this mod. Looks like you need to take this up with Divine RPG
    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 Cytheruk»

    Hello, trying to figure out how to give all mobs knockback immunity how does the knockback resistance numbers work, it doesnt seem to make any difference, i have stefani guns mod and i need mobs to resist the crazy knockback on them from shooting them its throwing them in the air and alsorts lol its so powerful, but even just punching them is still knocking them back despite playing around with different numbers i've tried 0.5, 1.9 default 1.0, 50.0, 80.0 is there something i need to do to enable it, or something?


    For now the speed multiplier makes up for it somewhat, i want people to get a bit overwhelmed by zombies ideally but not too much just so they have to keep back as much as possible i have infection mod that makes them infect you if they hit you then you have to go find a cure or die eventually, emulating turning into zombie basically.


    The numbers usually apply as a multiplier where higher means less knockback. It sounds like the guns are completely ignoring knockback resistance attributes on mobs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Journey to the Core Modpack
    Quote from Tycoon51»

    Well, they have to scavenge just until they progress in the ProjectE questline... If you want to keep the "survive" feeling of the pack, you should avoid this mod.


    Well yes but by that point in the pack survival is less about resources and more about not getting overwhelmed by mobs
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack
    Quote from Lisiralei»

    Would love to see you, guys, implement the thaumcraft/bloodmagic/both in to the game, As I for me seems such missing a place for this mods in the mod pack. But other than that the pack is awesome, replaying it second time, as I have the time to play it properly. Last time, half a year ago, I wanted to see all the content, but had no spare time, so I cheated to see it, even if I couldn't experience it properly. But now I'm doing it the legit way. I wanna ask about smashing rock - maybe u should do smthng with them, as they are ruining your intentions with the compressed sand. I suggest 2 ways - make radius x times smaller, or remove gravel->sand smashing from it. Mb it will be better to even fully remove them and add hammers from ex nihillo mods, as I remember u was using it in the aftermath mod pack, which I actually finished properly. Mb u can cut all except barrels and hammers, that would be cool too, but the player gets not a dirt, but some fertilizer.


    Firstly, the pack is finished, nothing more is being added/removed besides the rare bug fix update. Secondly this isn't a magical pack and it would not suit the story at all. We do not add mods because they are 'cool' or 'popular' but rather if they are necessary AND suit the theme (and of course they don't break constantly). Smashing rocks are intentionally there and aren't ruining anything. Giving players freedom of choice in how they go about solving problems and completing quests is all part of the experience. Frankly Ex Nihilo would ruin a large portion of the pack with players camping their sieves instead of going out of their comfort zone to scavenge for resources.
    Posted in: Mod Packs
  • 0

    posted a message on InfiniteInvo - All the inventory space a player could ever want and excessively more
    Quote from TheMobileChair»

    Could you make this for

    1.5.2?


    You're joking right?
    Posted in: Minecraft Mods
  • 2

    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 Metromones»

    Could you tell me what advantages your mod have over HQM?



    - Easy for developers to integrate with their mods so that they can provide custom tasks/rewards/themes (magic rituals, RF power, etc)
    - Full theme system to reskin or rearrange the UIs to better suit your mod packs or play style (also supports themes via resource packs)
    - Built in resource loader for custom textures, sounds and translations
    - Full localisation support so that mod packs can be translated for players of all languages making for a wider audience
    - Unlimited space to design quest lines with built-in zoom functionality
    - Automatic UI scaling to make the most of screen space normally wasted
    - Extensive amount of in game editors to customise tasks down to individual NBT tags of items and entities
    - All quest/progress data is stored in human readable JSON so that it may be edited outside the game using common programs
    - Triple version support across 1.7.10, 1.8.9 and 1.9.4 with cross compatible JSON formatting for easy updating

    - Missing an item or fluid from your quests? BetterQuesting will add placeholders and retain the data for you automatically until the item/fluid is restored or replaced
    - Import quests from external sources or from other mods
    - Developers are welcome to create expansions to add more features and functionality
    - Frequent updates to fix bugs and add more functionality

    I'm currently working on a new UI toolbox editor so that developers don't have to go through nearly as many menus to create/edit quests. I'm open to more feature requests however I already have a bunch of expansion/integration mod requests on backlog thanks to some pack developers wanting to do some pretty amazing things with it.

    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]

    Just added 'BloodyQuests' to the list of 3rd party add-ons for 1.7.10. This provides integration between Blood Magic rituals and Better Questing.

    Posted in: Minecraft Mods
  • 0

    posted a message on Journey to the Core Modpack
    Quote from shpikey»

    okay so i have a small problem. just started the game and the first quest won't recognize that i have dirt in my inventory. i have tried to select the manual detection button and nothing happens. restarted the game and also reinstalled it.


    Was it proper dirt or one of the random invalid subtypes scattered all over the starting room? (always check the tooltip)
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack
    Quote from Molmum»

    Do shaderpacks work with this mod? I tried using one but it just turned the world dark until I turned the pack off.


    You just answered your own question... also why would you want shaders for a modpack that's in constant darkness?
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack

    Deadpine logs can be found buried in the dried dirt at the top of the cave dimension so cheating is NOT necessary.

    Posted in: Mod Packs
  • 1

    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]
    Quote from FerociousFares»

    This is awesome. Any chance you would invest any time into providing a 1.7.10 version?


    I'm considering it. The original prototype of this mod was built in 1.7.10 but it required a little bit more hackery to get working.
    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]
    Quote from Fokkusu»

    Neat!

    Wish it worked in SMP but still a mod that I never knew I wanted until I saw it! :Diamond: for you.


    Last time I checked this worked in SMP just fine unless something I changed in the last build broke it >_>
    Posted in: Minecraft Mods
  • 2

    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]


    Description:

    This is a simple mod that will give a very different feeling to your Minecraft experience. Auto-pickup can be disabled requiring players to manually collect items by right clicking them. They can also lay flat on the ground instead of magically hovering in the air. As an added bonus, sprint tossing increasing the distance items can be thrown allowing players to throw items to each other catching them mid-air!


    Download:



    Permissions:

    You can use it in your mod packs, server's must simply be abiding by the Minecraft EULA


    Pictures:

    Posted in: Minecraft Mods
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