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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)
    Quote from unk6626»

    A great project is stopped. :((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((



    Do not spread false information. just because we don't post here does not mean there is not work being done.

    Posted in: Minecraft Mods
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)
    Quote from Jonathan8991»

    This is dead?


    https://discord.gg/4JntK2 not dead just quite and also moved away from the forums as its not really a good platform for content creation and showcasing.


    https://twitter.com/_Blaez_ if your not interested in actually talking about the development and are only interested in progress I recently just posted some of the stuff we're working on for 1.12.2 **this will be backported unless something changes** however development is slow and sporadic. We're getting closer to release though :D

    Posted in: Minecraft Mods
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    posted a message on RWBY Models or //RWBYM

    The Door is always open even if you just want to beta test or recommend features. Just Join the Discord if your interested in that the link is in the first post.

    Posted in: Modification Development
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    posted a message on RWBY Models or //RWBYM

    Obviously I'm not going to be Posting a Download link here as This is a Thread for Development and or People interested to voice thoughts

    I'm a Single Person Working on Addition's,Model's,Textures, Coding in New Features Ect. I'm very Happy with the Progress thus far. However It's alot of effort for one person. so I figured I'd post here to gauge interest and to perhaps ask for help if you feel you have a skillset that could be of use and have a interest in the mod. Coding, Modeling with Techne//Tabula or even Block Modeling with Blockbench or Cubik Studio, or Skills with Icon//Pixel Art. Obviously with as much as I've worked on its hard to really showcase the work so far. however below I've posted some screenshots aswell as attachments though this is not indicative of the entirety of the mod only weapons thus far there is abit more too it such as mobs and other assets however I've posted quite abit as is.


    if your wanting to look at older stuff: https://twitter.com/_Blaez_

    if your interested in contributing in someway to the project you can either pm me here **this will be the slowest way as I don't check back often.**

    or via Discord by pming me directly or by joining the projects discord server.


    Discord User for Direct Messages: Blaez#4809


    Discord Server Link: https://discord.gg/wjjNA5m


    Disclaimer for mods: If this is in the Wrong Section I Apologize however since this is the most fitting I feel as it is asking for help with the development of the mod and a post showcasing it. if this is the wrong section or violates some rule please edit my post or let me know what rule I've broken politely as I don't frequent the forums much lately.


    Posted in: Modification Development
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    posted a message on .java to .class compiler

    that's to say it will work. you need to deobfuscate the class/ mod properly first and probably set up a JDK or IDE for java/forge in order to really modify it and then obviously recompile it with said IDE/JDK using the decompiled src so its properly re-obfuscated. you shouldn't just copy a class file and run it singularly through a decompiler...

    Posted in: Modification Development
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)

    it's still being worked on though Don't expect alpha or beta builds with full features until closer to end of the year says Tencao.

    Posted in: Minecraft Mods
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)

    when it is done. dun dun dun.... seriously though mods in major re-write has been for almost a year now. the update will come when its done.

    Posted in: Minecraft Mods
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    posted a message on Sound File Help

    no worries. I just happened to see it and had knowledge of soundfiles. alot of people don't soo.. well gl on what your doing :P

    Posted in: Resource Pack Help
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    posted a message on Sound File Help

    "8760ebb9d4b1fe9457ef272324ecd6b4329a593e" minecraft/sounds/damage/hit1.ogg

    "144867e8792415e2873293f06ecce85cd32bb4e8" minecraft/sounds/damage/hit2.ogg

    "c73dcedde5031fcf242b08b3405f63098cd70641" minecraft/sounds/damage/hit3.ogg

    there are the hashes to search for the original files inside the assets\objects folder if you need them

    the paths next to them would be the names and such you need for them and if you want to replace the death sounds for drowning or other sounds you will need to look up the correct path either via http://minecraft.gamepedia.com/Sounds.json or the indexes folder inside of assets folder and then checking the appropriate versions .json file. I'm sorry no one else helped you sooner hope this helps.

    Posted in: Resource Pack Help
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    posted a message on Modded Mcpe world keeps crashing

    likely out of date or broken mod, addons have changed alot since they were first introduced so i'd uninstall the mod as a start then see if the world can be loaded.

    Posted in: Java Edition Support
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    posted a message on Help with Custom Mobs spigot plugin

    well I'm probably simple you could always add a item to your custom mobs then check for the item add a tag to the mob then do /tp @e[type=!player,tag=!customtag] ~ 0 ~ which will then teleport all non custom mobs into the void avoiding any mobdrops so for example


    scoreboard players tag @e[type=!player] add custommob {SelectedItem:{id:"minecraft:diamond_sword",tag:{display:{Name:"OP Sword"}}}}

    execute @e[type=!player,tag=!custommob] ~ ~ ~ tp @s ~ 0 ~


    this searches for a held diamondsword named OP sword on the mob and will add the custommob tag stoping it from being teleported downward into the void and to add more exceptions to mobs that won't be teleported all you would have to do is duplicate this line below and change the type to the mob you don't want teleported


    scoreboard players tag @e[type=sheep] add custommob


    this isn't perfect however its something you can do easily with out knowing how to modify plugins just run those commands inside a function and it should work as intended.

    Posted in: Discussion
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    posted a message on 1.1.0 MCPE// W10// 1.11 Equivalent.

    indeed... at current their barely remotely functional. I mean in the general sense.. like if you leave the show command game rule alone and run commands for abit they'll freeze the game if you open chat.

    kinda buggy rn xD

    Posted in: MCPE: Discussion
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    posted a message on 1.1.0 MCPE// W10// 1.11 Equivalent.

    /scoreboard players tag @a add holdingWheat {SelectedItem:{id:"minecraft:wheat"}}
    /execute @a[tag=holdingWheat] ~ ~ ~ effect @e[type=pig] levitation 1 1 true
    /scoreboard players tag @a[tag=holdingWheat] remove holdingWheat



    those will not work as pocket apparently does not have scoreboards x..x

    Posted in: MCPE: Discussion
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    posted a message on 1.1.0 MCPE// W10// 1.11 Equivalent.

    I'm no stranger to command blocks, however I'm running into trouble as I'm getting back into them for the first time in awhile. I'll shorten down my long winded explanation into this. I'm trying to use /execute to search for a player holding a specific item such as wheat and then apply a potion effect to a pig within say a radius of 3. currently I'm using


    /execute @p {SelectedItem:{id:"minecraft:wheat"}} ~ ~ ~ effect @e[type=pig] levitation 1 1 true




    however as this isn't working I'm not certain this is possible inside of one command but I'd prefer if it could as its less chance for misfiring but I digress any help would be appreciated.

    Posted in: MCPE: Discussion
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    posted a message on SAO UI mod (currently for all versions from 1.7.10 to 1.10)



    Just some screenshots of work in progress stuff to bump the thread

    Posted in: Minecraft Mods
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