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    posted a message on PokeCraft Reforged - Catch 'Em All
    Quote from Steelcity91»

    I can't figure out how to proceed with getting started making poke balls in this pack. Adding immersive engineering is nice but reworking them to only use the steel from that mod is near impossible to do. Any ideas to fix this problem that I'm missing I'd love to hear but literally every steel ingot I smelt turns into the wrong one needed to make healers, pc, and anvil for that matter. Like I said its a great mod but a bit much to do such simple things as having a healer or pc or way of making pokeballs.




    I gotcha. It seems varied commodities added its own steel which is the wrong type of steel (and I missed that when going through the mod). I will fix that now and remove the steel recipe from varied commodities. The only steel should be the one from Immersive Engineering. As immersive engineering steel also take much longer to make I will reduce the cost of the Pixelmon Anvil which will allow the crafting of basic Pokeballs to start sooner.


    Thank you for bringing it to my attention. I will upload the fix tonight.


    And as compensation for those players who have been making the varied commodities steel I will create a Repeatable Quest that will allow you to exchange those for the Immersive Engineering Steel on a 1:1 ratio.

    Posted in: Mod Packs
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    posted a message on PokeCraft Reforged - Catch 'Em All

    v 1.0.7a

    - Updated EffortlessBuilding

    - Updated Immersive Railroading

    - Updated PSI

    - Updated Wizardry

    - Updated Various Library Mods

    - Started Implementing Refined Storage Quest Framwork

    - Huge Update to Scripts to add Pixelmon Silicon into the OreDictionary as well as allow recipes to use either variant.

    Posted in: Mod Packs
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    posted a message on PokeCraft Reforged - Catch 'Em All

    v 1.0.6

    - Added Refined Storage

    - Added Mr. Crayfish Furniture Mod

    - Added Wizardry

    - Added the "Exchange" Questline which allows you to exchange the coins mobs drop for PokeDollars.

    - Added a branch quest to "Currency is a Thing?" to teach the player how to convert their coins to the next tier of coin (I.E. Silver Coin ---> Gold Coin)

    - Updated Scripts


    --Author Notes--

    I was on the fence about this update mainly because it added two huge mods, Refined Storage and Wizadry. I want this pack to remain Pixelmon focused which I feel it does a good job of. Adding Refined Storage I don't think upset the balance too much because even while I am playing the pack I get frustrated with the "lack" of inventory managment. MetalChests are great but there really was no was to "organize" your items in this pack. No way of storing "mass quantities" of items. So that is why I opted for Refined Storage. It is a sleek mod and doesn't go too overboard in my opinion.


    Secondly, the Wizadry mod was the biggest part of the update that I almost removed. It may still be removed since it is still in some heavy development. However, the reason I opted to add Wizadry is because this Modpack has great survival options. Psi is excellent but I felt that some players might want a different type of power to assist them in their adventure. Alternate types of abilities. Not necessarly having to "program" their spells. Survival is a real aspect of this pack and on servers some players may opt for PvP, so I want them to have options. Furthermore, this modpack takes the era of "AZ" and modernizes it. For those who don't know who "AZ" is check him out. That is why this pack contains some light "magical" aspects.


    That being said, I hope you enjoy this update and do please leave some criticism in the comments. I am truly interested in what people have to say about this pack. Side note, MrCrayfish was added because more furniture is not really a bad thing and it isn't that heavy in my honest opinion, however it is locked behind a Quest Line.

    Posted in: Mod Packs
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    posted a message on PokeCraft Reforged - Catch 'Em All

    Pack Updated to Version 1.0.5


    v 1.0.5
    - Updated Quests to utilize the new features of BetterQuesting
    - Tweaked some questst that were unbalanced for this pack
    - Added pokeball drops to Zombies, Skeletons, and Spiders
    - Re-tweaked some scripts and drop rates of certain items

    - Started working on the wiki of the pack: https://minecraft.curseforge.com/projects/pokecraft-reforged-catch-em-all/pages/the-world


    Old Change Logs


    v 1.0.4 - Enter Rondure Association

    *The Rondure Assocaition has made itself known. These are a mysterious group of Craftsman that craft a variety of Poke Balls. Now you can join their ranks and level up your "Ball Craft" level to create new types of Poke Balls. Leveling with the Rondure Association does take time, but the reward is well worth it.


    - Updated Effortless Building
    - Pixelmon Anvil Reliant on Immersive Engineering
    - Implemented PokeBall Crafting Questline
    - Cleanup to some trigger quests
    - Cleanup to some scripts
    - Added in Mowzie Mobs
    - Updated JEI


    v 1.0.3

    - New Quest Lines.

    - Updated some scripts for staging and added some unlocks.

    - Implemented the ChampionTrainer Structure to World Gen. Should you come across one, be ready for an epic challenge with great rewards.

    - Updated a few mods


    v 1.0.2 - QUICK HOTFIX

    - Quick Hotfix to the Main Menu Links Pointing to the Wrong Issue Tracker

    - Swapped Out ExtraFood Mod with Pam's Harvest Craft (I like more variety)

    - Added in Cooking With Block Heads

    - Updated a bug in one of my scripts.


    v 1.0.1-INITIAL RELEASE

    - Pack has been taken out of Beta

    - Three new quest lines implemented, more to follow.

    - Scripts Implemented

    - Currency added into Loot Tables of Vanilla Mobs

    - Swaped out Backpacks mod for Iron Backpacks

    - Removed OpenBlocks elevators, Pixelmon has its own Elevators


    v 1.0.0-BETA

    This is the 1.0.0-BETA release. I say Beta because there are still some scripts that need to be made, some loot tables that need to be tweaked and some mods are still coming in and out. This is more of a preliminary upload to collect some feedback from those that follow me and for better managment of the pack itself.


    Posted in: Mod Packs
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    posted a message on Naruto-Anime Mod

    Your mod, even in Beta is magnificent. I am curious to know if you plan on hosting it via Twitch for use in Modpacks as I have been cooking this up for a while:


    Posted in: WIP Mods
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    posted a message on Custom NPCs
    Quote from thriplerex»

    So if I do it in a resource pack, can I overlay the sound files from other mods?


    I know this is an older post and hasn't had an answer but the answer is yes to some mods. I don't think it works for certain mods but others do as long as you reproduce the exact soundfile name and sound.json call corectly.

    Posted in: Minecraft Mods
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    posted a message on [Adventure RPG] CustomNPC Boss Encounter

    This utilizes the CustomNPC Mod and is one of the many boss encounters you may find and face during your adventure.


    Posted in: Show Your Creation
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    posted a message on PokeCraft Reforged - Catch 'Em All

    Lets ring in the Season with one of my newest modpacks for Minecraft version 1.12.2. This modpack is a Curse exclusive. It will not be distributed across any other platforms. So what is it? Pokemon Sword and Shield has been announed. A huge addition to the Core Pokemon franchise. So lets celebrate with a fan made Minecraft pack! This Modpack is built around the newest version of Pixelmon - Reforged (you must download it separatley and place it in the mods folder, like you would opti-fine or anything like that - https://reforged.gg/).



    Welcome to the World of Pixelated Creatures!
    PokéCraft Reforged - Catch 'Em All - is a modpack that focuses on adventure and exploration, and survival....with friendly (or not so friendly) little creatures by your side. Upon logging in you will select your starter, and you will be on your way to adventure with your new pal.

    (Press CTRL + O to hide JEI to select your starter)


    While you embark on your journey you will come across other Pokemon that you can battle and attempt to catch. You must be careful as you may find some trainer's lurking as well. You can bet that some may want to partake in a battle. Pokemon have been around since ancient times, even prior to the Great Pokemon War. Some say they were guardians of old kings and lords. Partners to some of the greatest wielders of Magic. Some of that Magic has been carried forward.


    Venture through the world and collect your Pokemon, and your gym badges, master Magical Arts to help fight those that your partner can't. Go forth and build your own awesome Pokemon Headquarters. Conquer the challenges you may face, catch the Legendary Monsters that roam the world. Most of all, enjoy your self!


    This is a rebirthing of my original Poke Craft modpack which was pretty popular but ultimately I built in on a version of Minecraft which many in the community know may not have been the best choice, a mistake I own. But this is built on the solid 1.12.2. One of the neat things about this pack is there are emphasis on decorative mods so you can truely build what you imagine. Your own Pokemon empire, your own Gym, whatever you may want, go crazy!



    This modpack does not do away with original Vanilla. You still have to deal with the dangers of the night (in some cases it may be more dangerous to keep you on your toes), and you still have to survive and you still have to craft, although a starter house is provided for you. The essence of Minecraft is still here. Yes, as of now this is somewhat server compatiable. I plan to work on that as well and create a server pack for you as well. Furthermore, this modpack has Immersive Engineering and Immersive Railroading built into it. (Can anyone say The Magnet Train?) So there is plenty to do in between your quest to become the very best that no-one ever was!


    Please do leave constructive feedback and criticism. I appreciate it all.


    Videos/Playlists:


    Currently None - Be the First to Show Off a Let's Play!



    Download:



    Posted in: Mod Packs
  • 0

    posted a message on [Creation] Kanto/Johto/Hoenn/Sinnoh/Unova/Kalos (WIP) v18, June 11, 2016
    Quote from tony311»

    You can see coordinates of any part of the map on the map page.

    Apparently not :(


    Oh I didn't realize that. Thanks. Some simple math and I can generate a Barrier around the world. Appreciate it.


    And as for it it works on 1.12 I can say it does not, partially. I mean the interiors and the teleports seem to work but the actual Command Block to start the Adventure or Free mode does not seem to work in the Professor Oak room. Other than that it seems to function fine like when stepping on different plates to activate sounds and title screen text etc.

    Posted in: Maps
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    posted a message on [Creation] Kanto/Johto/Hoenn/Sinnoh/Unova/Kalos (WIP) v18, June 11, 2016
    Quote from tony311»

    Hmm, sad :(


    It's not "officially" abandoned but I have no idea when I'll get back to it again. I'm just into other things right now and haven't touched MC in a while. Sorry :(



    Understood, but hey what you have completed is amazing. I will probably use CustomNPCs and some Scripting or Pixelmon and the NPC Editor to make this a true Pokemon Minecraft adventure. I have the modpack created already, now its a matter of doing the work on it. But I look forward to any updates you may make, even the slightest ones. I will for sure be watching this thread. You truly did some amaizng work.


    On another note, is the dimensions of your map listed somewhere? I ask becasue I'd like to try and place a border around the entire map so that players who are exploring it on their Flying Charizard for example can't go generating new chunks. Unless you have already done this?

    Posted in: Maps
  • 0

    posted a message on [Creation] Kanto/Johto/Hoenn/Sinnoh/Unova/Kalos (WIP) v18, June 11, 2016

    I know this is an older thread, but i dont seem to see any indication that this has been abandoned. Just curious on 1.12.2 when you get a fresh start to the map it doesnt seem that anything actually happesn when you step on the pressure plates to "set-up" the game. Perhaps this is a result of bumping it up to 1.12.2?

    Posted in: Maps
  • 0

    posted a message on [1.12.2] Inventory Saving to an ItemStack

    If anyone can maybe take a look at this and see what I am royally screwing up I'd appreciate it, because I have been at it for hours. I just want to save my items in the ItemStack. Here is the relevant pieces of code:


    https://pastebin.com/fCFKb1KL


    As you can see I am attempting to implement forge's IItemHandlerCapability. I've pretty much got it working except for the fact that it will not save the items placed in the inventory. Once the inventory closes and you re-open it all the items are gone. Now I am well aware this is likely happening becasue I am either creating a new ItemHandler or not properly writing/reading the data to/in NBT. This is the first time I am working with a Forge Premade Capability, so I am appologize if it is a noob mistake. If anyone can provide some assistance I would greatly appreciate it.

    Posted in: Modification Development
  • 1

    posted a message on [1.11.2] Mystic Divination - Morality and Magic Meet - Which path do you choose?

    v 1.0.6 - Been a While But It's Here!

    - Added in the new talismans: Virtue and Sin. Each one can be placed in your inventory and while killing any hostile mobs has a chance to increase your morality accoring to the talisman in the inventory. If you place both in your inventory, it won't do you any good. It will just prioritize the one in the lower numbered slot.

    - Added in the crafting recipe for the Augry Kiln.

    - Added in crafting recipe for the Sinful and Virtue fruit dishes.

    - Added in new Essence of Sin and Essence of Virtue
    - Changed the behavior the Alters slightly, so now if you right click the alter it will tell you instructions on how to use it.

    - Code cleanup

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.11.2] Mystic Divination - Morality and Magic Meet - Which path do you choose?

    Yes, it is a formula that takes into account you current EXP level. This way it scales with you so a player who farms EXP cannot spam the order and still pay the cost of a player who cannot or has not managed to set up an EXP farm. The higher level the EXP the more EXP it will drain and the lower level the EXP the less it will drain. It is a basic scaling system just to keep things balanced.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.11.2] Mystic Divination - Morality and Magic Meet - Which path do you choose?

    The next update will actually contain an item. Shout out to @MainFreak1 for coming up with the idea. The item is a type of talisman and it will likely be the first item to utilize the Rune Crafting. The talisman has two variants, a sin and virtue variant. Anything hostile you kill will have a chance to increase your Virtue or Sin based on the amulet you have in the inventory. The only requirement is that the talisman is within your inventory.

    Posted in: Minecraft Mods
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