Nice while it lasted... Why would Micro$oft spend $2.5 billion if they didn't think there was a way to start making everyone pay for as many things as possible. Hopefully we can get them to change their minds like when XBOX One came out, otherwise:
"Well, we decided to sack all the developers and staff from Mojang, and now Minecraft will have customizable loadouts. We're going to make the command blocks and mapmaking s****y in the next version that you'll have to buy because you need to pay for updates now, so we can make space for the s****y always-online multiplayer system we want to force on you. By the way, playing in creative mode costs $2.50 an hour, and if your device isn't hooked up to the internet then you're just f***ed anyway..."
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Looks to still be up on the Carpenter's Blocks website linked in the OP.
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It works fine for me. Try here, maybe.
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Nope, the latest version is the one in the thread. It would be simple(albeit tedious) to make your own version. You'd have to open up your Tinker's Construct archive, find the textures for the shovels, and use an image editor to rotate each one 90° counter-clockwise. Make sure to get every shovel part for each material - handles, heads, and modifiers. If there are mods like PlusTiC that add new materials, make sure to do the same for those mods.
Nowadays, you may be able to save your results as a resource pack instead of replacing all the files in the mod. Would probably be easier. Good luck!
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Huh... I posted those videos well after making this thread. And, they were also supposed to be unlisted. Strange, don't know why it isn't linking to the original anymore. I guess it doesn't matter that much, the versions of TiC/ExtraTiC I made this for are extremely outdated.
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Finally, a working solution. Thank you so much for coming back to post it after figuring out your problem. I was getting very tired of hearing "oh press the magic sound reset button!" or "well even though we use unreliable libraries it's not our fault and therefore not a bug play 1.13 pls".
Sorry, I know it's kind of an old post but when all else failed, finally there was a solution involving where to get functioning, up-to-date libraries like my logs hinted at me needing all along. I certainly wouldn't have found them where they were.
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Here are some possible tools that can go above and beyond NEI for adding even more flavor to your structures. You just have to wait them to update, and their authors seem pretty active at the moment:
Mapmaker's Gadgets
Infinity Item Editor
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I haven't heard of it breaking worlds or anything, but it doesn't work for anyone running Optifine. Causes the blocks to look like a garbled mess. And also, I think the only things the 1.12.2 alpha version adds are the general carpenter's block and any of the slabs you make by using a hammer on it.
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An exciting and expansive-looking project!
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This won't be enough - I had a good six Aegis spawn around my house(only one door and a handful of chests to qualify it as so) and proceed to "protect" the belongings therein. Had I not logged off and disabled them immediately they probably would have diced me up and spawnkilled me endlessly in my own safehouse. All the while overall spawns had been set to 45% of the usual, I dare not think about how boned someone on default settings would be trying to stay alive in their own house.
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At that point it's just up to people to decide whether or not they're going to leave old, abandoned mods behind. The author for Chocolate Quest, although he has a tendency to go on long hiatuses, has never gone on one this long that I remember of. It's been years at this point since he was last heard from, I think. Honestly, some newer, cleaner dungeon-focused mods(ToroQuest and Dungeon Tactics are some good 1.12.2 Chocolate Quest fill-ins, I'd say) would probably be for the better. Chocolate Quest tended to have crashing issues, most of its 1.7.10 components were only partially implemented, wasn't translated very well, etc...
The author of Advent of Ascension has more or less stated that he doesn't intend on updating his mod beyond 1.7.10, either, as he is working on other projects and the mod is just so massive that it would be excruciating for him to balance work and updating that. I doubt anyone looking to take the helm and update themselves would have any easier a time, assuming he'd give the go-ahead for them to release an update for him in the first place. This is another case where, in my opinion, it may be for the best for Advent to be abandoned. Sadly, I don't know of any 1.12 mods that have the RPG-focus of Advent, but the whole mod is like an inch-deep ocean. Sure, you've got ten dimensions and 8,000 mobs or whatever, but what does it matter if every mob has the same behavior, same footstep sounds, no head tracking, all knockback resistant, no intelligent pathing, limbs clipping into the ground, no farmable passive mobs, no neutrals... Dimensions all tend to be a single biome and all of like five different kinds of blocks spread throughout the whole thing, with the only craftable things being ores... You get the point, I could write a book on all the problems I have with Advent, which is sad because at the same time, I still like it. Good dimension mods should be more like a deep lake. Not necessarily extremely expansive, but what they do have is deep and fleshed out. Examples for 1.12 would be The Erebus, Twilight Forest, The Betweenlands, and Aether II has just started releasing 1.12 versions as well.
Anyway, my point was before I started losing my mind about Advent - at some point you'll just have to make a choice whether you want to live tweaking 1.7.10 into oblivion now that new content for it has basically come to a halt, or if you want to drop some old staple mods and start exploring the expanse of options you have in 1.12 and above. It's been like this since I started playing Minecraft. I lost a lot of mods leaving 1.2.5, avoided all of 1.3 because of that, in fact. Did the same with 1.4 and 1.6, skipping over 1.5 in favor of 1.4 until I realized everything good was in 1.6.4. Stayed in 1.6.4 forever, then did the same with 1.7.10.... Again, you get the point. It's up to how long it takes for you to go crazy trying to stick to a bygone version of the game.
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Oh, and regarding this issue from a while back(forgot to follow up on it originally, sorry):
It had in fact turned out whatever you fixed was likely the cause, because in the version I downloaded a few days ago I no longer have the issue.
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In the Lycanites Mobs config, you could try changing the Gorgomte Swarm Limit setting that's in the desertmobs-general.cfg file, and seeing if that culls the herd a little bit.
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So, minus the "breathlessness" debuff, which is cool, it seems to me like the vanilla Drowned mobs will be more-or-less like a more interesting implementation of your Drowned. Perhaps if you want to stay in the business of the water mobs, you could try making an underwater skeleton-type enemy? If you want to get really fancy, you could try to take some elements from the vanilla drowned by having vanilla skeletons turn into one of these new Sea Skeletons upon drowning. Sea Skeletons could take some pointers from your original Drowned mob by staying underwater rather than swimming, and shooting arrows that apply your breathlessness debuff. To go after them, you'd have to take the risk of breathlessness while also diving to attack! I'd say if you were to implement that idea, they ought to have a chance of dropping some arrows or other weapons that let you attack your own enemies with the breathlessness debuff.
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So I couldn't find any page detailing what the drowned in your mod are like, and I haven't fought very many of them. I'd go in-game and check myself, but I can't at the moment. So I'd like to ask - exactly how similar are your drowned to the ones that are intended to be in vanilla? If they are significantly different, perhaps keep them and rename them. If maybe you find yourself liking the ones in vanilla better(if, for example, you feel like they are like yours except do new, interesting things), consider removing your own but adding any unique loot yours originally had to the new ones in vanilla Minecraft.
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Probably - if a certain song type in that mod is bothering you like that, I'd suggest disabling it and only having the more major song types play.