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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Aaaaaaand my question re: Dungeon Crawler got ignored.


    Please release the source for Dungeon Crawler so it can be updated to 1.7, if you're not already working on updating it. If you are working on it, please let us know.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Any news re: Dungeon Crawler? Will the source be released, at least? Or is there an update on the horizon? I'd love to be able to use all that junk I find in chests.

    Posted in: Minecraft Mods
  • 5

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Tired of dialogue options being completely random? Want to have some influence over how likely a villager is to like you?
    Then it's time for...
    TONE SLIDERS
    Instead of just clicking "Tell a story" and hearing your friend's reaction whether you like it or not, clicking an option would reveal a slider for that option, and perhaps a checkbox.
    For instance, with "Tell a Story", you'd get a slider from tongue-in-cheek to serious, and a checkbox for fictional-ness. The checkbox usually affects something in your success rate, for instance telling a fictional story gives you a flat bonus, but a real one gives you a bonus based on your level. And the slider?
    Well, each villager would have a bunch of hidden numbers that represent things like, for instance, whether they like their stories humorous or solemn. Your goal, naturally, is to figure out what they like, based on their reactions--and, because real conversation would be impossible to recreate, there's also a bit of random error thrown in, because let's face it most of us suck at storytelling.


    With this mechanic added to this mod, you could take the mod beyond merely a dating sim mechanic and a few villagers that can defend themselves. No, this would bring you into the realm of innovation in game design. It's hilarious how little effort goes into dating sims, after all--nobody ever thinks to do anything but give you a couple dialogue options. Think how easy it would be to add this one little tweak to it. Heck, the hardest part would be creating the GUI!

    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    I'm trying to use the 1.6.4 version of Plunder Rummage, as I'm using mods that aren't updated to 1.7 yet.
    However, I can't seem to find a 1.6.4 version of GuffCore, and none of the download links on your 1.6.4 mod pages work.
    Where can I find the 1.6.4 version of GuffCore?
    Posted in: Minecraft Mods
  • 0

    posted a message on Topic; [1.6.4] [Forge] Endless City v1.0
    I've recently gotten into modding. I might like to take a look at updating this. Would you release the source code? It could also teach me quite a bit about generating dungeons and other complex things.
    Posted in: Minecraft Mods
  • 0

    posted a message on SimplyPowerTools V0.2: A CHAINSAW
    New version out!

    V0.2
    +Added the Chainsaw!
    ++Crafted with a Power Unit, three iron, and an iron axe
    ++Will make short work of anything made of wood
    ++Can also tear up leaves, dropping normal leaf drops
    ++Cacti and pumpkins will also go splat when you smack them with this thing
    ++IT'S A CHAINSAW
    Posted in: Minecraft Mods
  • 1

    posted a message on SimplyPowerTools V0.2: A CHAINSAW

    SimplyPowerTools

    For when you simply need a power tool.

    [MESSAGE FOLLOWS]
    IndustrialCraft2's mining drill fits into a unique niche in the world of Minecraft mods--it's more powerful than a pickaxe, thanks to its recharge-ability, but it's still within reach of people who aren't lucky enough to have stumbled across a set of diamonds, or who haven't made a massive number of machines.
    Problem is, it uses IC2's energy, and not everyone wants to add an entire energy system for the sake of one drill.
    The tools in Redstone Arsenal might be powerful, but they need a heck of a lot of fancy stuff, and they're definitely end-game material. Modular Powersuits has a mid-tier tool--but they haven't updated to 1.7.10 yet, and there's a lot more than just a drill in there. What if you only want to have an iron pick that you can charge up with that ridiculous amount of RF you've got lying around?
    Enter the SimplyPowerTools mod. An addon to ThermalExpansion, this mod adds a drill that acts just like an iron pick--but can be charged up, either with your favorite Energetic Infuser or with the new Power Unit.
    To start, you'll need some copper and a couple iron gears--you can use the gears provided by ThermalExpansion or the ones from Buildcraft.

    Then, by sticking a pickaxe onto that gear, and adding some iron to pad it out...

    You get a drill!
    How to charge it? Simply craft another Power Unit, connect it to a source of RF, equip your drill, and hold down the right mouse button. It's like magic!

    New in the latest version:

    That's right, you can now craft the Chainsaw! It's just like the drill--just use an axe instead of a pick! How does an axe turn into a deadly wood-and-leaf-shredding chain of teeth? WE HAVE NO IDEA!


    Version 0.1 can be downloaded here:
    DOWNLOAD LINK
    Requires CoFHCore. Thermal Expansion preferred, but not necessarily needed.

    Changelog:
    V0.2
    +Added the Chainsaw!
    ++Crafted with a Power Unit, three iron, and an iron axe
    ++Will make short work of anything made of wood
    ++Can also tear up leaves, dropping normal leaf drops
    ++Cacti and pumpkins will also go splat when you smack them with this thing
    ++IT'S A CHAINSAW

    V0.1

    +Added Power Unit
    ++Made with copper, redstone, and iron gear
    ++Used to craft Power Drill
    ++Can charge RF-based items (right click with item to be charged)
    ++Can store up to 2000 RF in an internal buffer, to be used for charging items


    +Added Power Drill
    ++Acts like an iron pickaxe
    ++Stores 20000 RF, uses 80 RF per mining operation
    ++Crafted from Iron, an Iron Pickaxe, and a Power Unit


    Posted in: Minecraft Mods
  • 0

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod
    Getting a strange glitch using RemIM 2.1.1: When I try to transport myself using a Carriage Engine and some frames, I move 1.5 blocks for every 1 block the frames do. This eventually results in me falling off whatever bundle of frames I've put together.
    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    I absolutely love this mod--it adds challenge without being frustrating, and has some amazing aesthetics.

    However, like many others, I find it annoying that I can't transfer gases by any means other than bottles. Could you rewrite the code for the gases so they interact with TE Fluiducts/Portable Tanks and BC fluid pipes?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    If I may make a suggestion, for a way to enable mod compatibility for the soldiers:
    Soldiers are divided into melee troops and ranged troops. However, instead of crafting the soldier with armor and a sword, you must right click on the soldier with the equipment to arm the soldier.

    Melee soldiers just simulate a left-click with their held item when they attack; ranged soldiers simulate a right-click.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    Just tried this with the latest build of CC (version 1.6), and the warp core no longer wraps as a peripheral.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    There is exactly one thing I want to change about this mod: I would love it if it were IC2-independant. Use Universal Electricity, Thermal Expansion, whatever. I just want to have this mod without IC2.
    Posted in: WIP Mods
  • 0

    posted a message on The Ultimate Pun Mod! Updated Aug 2015
    The Cross Bow actually kind of reminds me of a certain anime. Is it heavy because it's so full of mercy?
    Posted in: Minecraft Mods
  • 0

    posted a message on Cake of the Gods: The Recipe for Disaster (Updated 10 December 13)
    Quote from jpmrocks

    This guy. I love him for this. Mind if I put this in OP?

    Go right ahead, man.
    Quote from SegFaulter

    Let us not refer to any "gods" ingame, because that would cause players of certain religions to leave due to "blasphemy" or something. It would be much better to appeal to the entire community, rather than scare away the respectable people out there, which is the only redeeming quality of this entire community anyways.

    My friend, you imply that all respectable people are religious. The world is far more complex than that.
    Posted in: Suggestions
  • 0

    posted a message on MrCrayfish's Construction Mod v1.1 - A.O.E. Inspired Construction! Huge Update Beta Release!
    Quote from Mr_Crayfish

    I like the idea. The only problem is editing a building layer by layer is a bit tedious. That why with the pencil tool you select an area like WorldEdit. It is a lot easier.

    I think the best way would be to let the pencil be craftable, you select your area, you open a GUI, enter name and pay a certain amount of ink to save it. Kinda similar to what it is now just you have to pay ink.


    This would work. However, that does mean you have to build the building the first time, which would be kind of annoying for anything beyond simple outposts.

    What if, when you use the blueprint crafting interface, you go into a new dimension and place ghost blocks of what's in your inventory? It'd be a little hard to implement--maybe code it so that any block placed is replaced with a ghost block that gets some metadata to represent which block it is, dropping the original--but it'd work beautifully.
    Quote from Mr_Crayfish

    From the start, I had the idea to use schematics but there was one problem, it doesnt know what side is the front. With my setup, when you build, you will be presented with the front when you build it. The option you could do is just create a superflat world, import heaps of builds into there with mcedit, then use the pencil tool on them after.

    The option to change the blocks is something that will come in the future.

    Blocks from other mods do work but aren't 100% supported. When I say 100% supported, this means the block has metadata fixes and item fixes to compensate when rotating the building in each direction and for the material list to be legitimately obtainable. Eg. When you break a cauldron, you get the item cauldron back, not the actual block. When you construct a build with a cauldron in it, it needs to be a item cauldron as the material for the build, not the actual block because you can't legitimate obtain it.


    A possible fix for the second problem: Is it possible to run a check on a block to see what it drops? Maybe simulate a drop? Some things would have to be hard-coded (items that drop damaged versions of themselves would be one example).
    I'm honestly not sure if it's possible to do this, but it might work.
    Posted in: Minecraft Mods
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