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    posted a message on The One Probe: show information about blocks in the world (1.3.3)
    Quote from Hackerman01»

    so i am making a modpack with a friend of mine and we are adjusting mining levels of tools and blocks. does anyone know how to change the information that the one probe displays on "harvestabilaty"?


    I personally don't know, but I saw it done.

    Check the "breakout" pack and pull it's scripting and cfg apart, it's a core part of the pack, so ... it must be there soemwhere, eh?

    Posted in: Minecraft Mods
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    posted a message on Vanilla Skyblock in the era of 1.17?

    I'm sure there are others who have fond memories of skyblock back in the old days, just a tree, a cobble gen, grass, dirt, and 3 bits of sand.

    Some more complicated version of the pack put the sand in a floating island, and put obsidian out there, and even sometimes a bit of glowstone in the nether.

    But mostly you just had to play the hand that was delt to you from the starting chest.

    These days though there are a LOT more mechanics, and quite a bit more we'd be missing out on if we were that limited.

    The least one can reasonably be expected to be offered in a skyblock these days is the starting tree (or sapling) a reasonable amount of starting dirt, a bucket of lava, and 2 blocks of ice. Very much not unlike the early chests in the most stringent of skyblocks in the old days, but I would say that there needs to be one more thing, a way to get that first villager.

    I'm seeing two options, either we get given enough obsidian to make that first portal, and the location of a witch hut, or golden apples and the location of the witch hut. I'd rather embrace the old tradition of being given the portal and being left to farm gold nuggets from zombie piglins, instead of being handed golden apples, because the lava isn't a guaranteed trade and you could easily botch a run here, the same way a starting tree with a failed sapling drop.


    With the witch and golden apple to cure villagers, the village becomes the source of many materials, and emeralds. Once the village has a bell, the chance to spawn a wandering trader starts to tick, with another list of items.

    Wandering trader, villager, mob drops, fishing.

    Four rather large sets of items that would result in quite a bit more then the old days of a mostly stone world.

    With enough work you might be able to even expand the island far enough that raids would be able to spawn, giving you gift loot from villagers and raid drop loot.

    Given the passive mob generation "trick" still works, you have passive animals as an option, though the limit on them in the world never did change, so you can't get a perfect zoo.

    Knowing the location of a jungle, and the above, leads to cats, and cat gifts, as well as expanded fishing loot.

    So perhaps that's two pieces of seed information that should be included, nearest jungle, and nearest witch hut. Also means that perhaps a bit of seed research should be done so that these locations are near spawn. A warm ocean would also be kind to include.

    Would it be worthwhile to add a single live piglin to the nether in order to allow piglin trades? (from the wiki "nether quartz, crying obsidian, soul sand, nether brick, gravel, blackstone")
    Would it be worthwhile to put a floating set of portal blocks in the nearest coordinates to spawn that would be a valid stronghold location?
    What would skyblock end even look like, just the bedrock well? Maybe shulker for duplication?
    Would a single budding amethyst block be a reasonable resource to offer the player?
    In the nether, one block of each of the two nylium types?

    Is this just an attempt to reinvent the wheel because somebody has a very good vanilla skyblock?

    Posted in: Maps Discussion
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    the red shards?

    Use the bound sword to kill things.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Is there a changelog in simple english anywhere, I don't speak coder well enough to figure out the github comits.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I'm running out of excuses to not learn the language to fix the cfg to make it fit my pack, rofl.

    Posted in: Minecraft Mods
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    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)

    Might a configurable option exist to let exp be given to items in a bauble slot? Or maybe even a not configurable one?

    Posted in: Minecraft Mods
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    posted a message on Sophisticated Wolves

    One of the grave stone mods used to cross impliment with this to give the dog a grave and revive it as well.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    but in this case, it means you are asking the wrong person.

    Tweaks is a mod, from somebody else.


    But now we do have the question.

    "is there a mod that can disable gravel dropping from flint that is up to date?" something that can be answered.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    An odd question.

    When part swapping is enabled, how do you swap the SECOND plate on the hammer?

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    look for a craft to the future 2 server?

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I just thought I'd let you know, twitch is still refusing to admit your mod is capable of being downloaded, returns an error every time.

    Posted in: Minecraft Mods
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    posted a message on Sophisticated Wolves

    maybe give the dogs "turret ai" ? borrow from better turrets? Maybe there has to be an item in your invintory for them to think you safe...

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Differnt mod is doing that part now.

    While I'm here, any old wiki's around with the info from the armor that used to be part of tinkers? 1.7.10 era? Some of it was tagged secret, didn't show in NEI, others was in the tinker's table, so couldn't show in there...

    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    So, having 100 hearts vs 10 hearts just means that the amount of bonus damage goes down slower....

    Hrm.

    I'm going to change it out for emerald for the life regen. Thank you.

    Posted in: WIP Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    I've got somewhere on the order of 80 extra hearts due to additonal mods, but hearts seems to be adding nothing to my sword. Is the bonus from hearts just based on what % of your health is full?

    Posted in: WIP Mods
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