We literally have no release date. The mod is almost done with the port is all I can say, but there are still some bugs to be fixed and the new shaped block system isn't done yet
- MoridinIshamael
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Member for 10 years, 1 month, and 11 days
Last active Thu, Oct, 18 2018 04:14:10
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Cybercat5555 posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods
We literally have no release date. The mod is almost done with the port is all I can say, but there are still some bugs to be fixed and the new shaped block system isn't done yet -
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GunnarKelley posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft ModsQuote from DragonFlight101»
This is an absolute superb mod in concept, and even in delivery I find it quite enjoyable, and am excited for the planned future content. I love that the dragons have their own genders, and variations in size and color, and type, and the death animation and the takeoff animations are fantastic. The only issue I have with the dragons at this point, is the very wonky animations. They seem to be quite... derpy in flight, flying endlessly into space while doing circles, and they tend to have strange walking animation in with it looks more like they're sliding along rather than walking. (The smaller dragons.) I do enjoy riding them however, as when working properly the flight animation is unique and enjoyable. I think if the animations were touched up, the mod would greatly benefit.
One other thing, I'm not sure why, but this mod seems prone to crashing at random times.. I don't believe it's my computer, as a few other people have mentioned it too.
Edit: I also was wondering if maybe the hitboxes could be increased? I fired 30 arrows at a flying dragon (it was glitching although) and not one hit. I don't think I have that bad of aim...
I have a side question, and I don't mean to be rude, and I already read what you said about reporting anyone that asks for 1.7.10, and I'm not asking for it, I'm just curious as why? I personally would love to use this along side my witchery playthrough. I think it would work wonderfully. Of course, I respect your decision and mean no disrespect at all.
The reason developers have such a strong stance against backporting is because of the sheer amount of work it takes. 1.7 had a vastly different infrastructure than the newer versions of minecraft and backporting is an absolute chore. Asking them to do it is just out of the question, it's already enough of a job to keep pushing a mod to newer minecraft versions as it is.
However, if this were to ever become open source, I'm sure someone would do it. I do agree that this mod would fit in nicely with some of the older mods for 1.7, but for now that's just asking too much and it should be respected. -
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Reika posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
Also, my monitor decided to celebrate by dying; using someone else's until tomorrow....yay $300....
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jaquadro posted a message on Garden Stuff - v.1.7.0 - Updated Dec-06-15Posted in: Minecraft ModsIt's still mostly on hold. With 1.12 in beta I'm doing a bunch of structural work to StorageDrawers before my API is locked in again. After that, I can revisit where I'm at with this mod.
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Evil_Dylan posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
Thaumcraft is legally the property of Azanor to do what he wishes. It is not "opposing liberty" that he wishes for his property to remain his property, and your insistence that Azanor continue developing or open source his property is itself an obstruction of Azanor's own liberties, if that's the definition you want to go with here.
Furthermore, it was not said that Azanor is "leaving us." The mod is simply on hold until further notice. This may be perpetual, but Azanor has not directly stated that the mod will never be worked on again, else the title would state "abandoned" or "discontinued" rather than "on hold."
Further furthermore, who are you to state that work and family are less important than a minecraft mod that does not, strictly speaking, provide income to the author?
Furthermore x3, open-source content does not guarentee the same consistancy, quality, or vision will be maintained, and may call question of ownership in the future (which is and always has been a big thing for all mods.) -
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majestyc2k1 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
Wait, what? Liberty??
Let me remind you, mods are 100% optional. Playing MC is 100% optional. Commenting on a forum is 100% optional.
*steps down from soapbox* -
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T145 posted a message on Magistics: Logistical magic!Posted in: WIP Mods* Time to stoke the flames
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Kye_Duo posted a message on The Twilight Forest (v2.3.5: Wrecking Block)Posted in: Minecraft ModsQuote from ArthaFloof»
I don't even have Octarine Core. I have Anti ID Conflict, which catches all ID conflicts. I was very sure to make sure I had enough ID's for all the biomes. Either way, the crash issue was resolved by removing Twilight Forest. I love this mod, but I love being able to actually play my game more!
quick google shows that is better foliage. it still may be an issue of an assigned biome ID isn't right. though it could also be a bad mod interaction between TF and some other biome adding mod.
there is also the interesting behavior of biomes in that the first 128 ID's are used as "main" biomes and the second set of 128 is a "sub" version of the biome that is 128 id's before it. so you can't just assign IDs willy nily. -
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ATotalGit posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster GirlsPosted in: Minecraft ModsTaming of mobs has now been partially implemented.
I've forked the official 1.10.2 Grimoire of Gaia repository and added limited taming of hostile mobs.
Note: consider this an alpha pre-release. Expect it to have many bugs. Back up your worlds before installing.Before reporting bugs:- If there's an issue with taming, please submit a bug report to the issues tab in my fork, not the main repository.
- Check to make sure the issue isn't already listed here or in the issues tab.
- As things are still in development, the mod is set to output lots of debug information to the Minecraft log. If there's a crash, please include your log text as well as the standard crash report Minecraft generates. (Edit: your log text can sometimes include personal info about you or your computer. Maybe just include the parts nearest the crash and read over it quickly to be sure you're not sharing anything you don't intend.)
- Include a description of what you were doing in game when the crash occurred.
- List any other mods & give Forge version.
Also Note: This fork completely messes up the game balance. I won't even pretend to have started addressing this. I'm posting the mod for feedback and bug testing purposes. This is not a full release.
Taming works like this:Once you tame a Gaia mob by right clicking on it with a boxed lunch (dropped by rarely by Minics and very rarely by Futakuchi-Onnas), right clicking on it with a stick in hand will open up the tame mob control interface. There will be six buttons that determine the mob's behavior.
- The first button determines if the tame mob will attack other hostile mobs once the tame mob becomes aware of them. Note it will target any EntityMob, except for an EntityMobHostileBase that's tame. Slimes, for example, are ignored. That's an issue I need to fix.
- The second button determines if the tame mob will attack entities that attack their tamer.
- The third button determines if the tame mob will follow the player.
- The fourth button will eventually determine if the tame mob is sitting/stationary. I haven't implemented this yet, and I'm not sure how to go about it.
Do we want the mob to just not move? or should it actively try to remain where you initially told it to sit?I'm now thinking it may be better not to have sitting at all. I want tame mobs to behave in such a way that you could imagine that they all have their own personal lives and opinions. And one of the things about people's personal lives is that they generally aren't willing to just drop everything and sit in one place until you tell them to stop. Instead, I'm think I'll call it something like "setting home," and it will designate the location where the mob currently is as their "home." Rather than staying in exactly one block, they'll wander around, but not go too far. - The fifth button is the "followPlayerNOW" which if toggled, will cause the mob to drop every other task (including defending itself/retaliating against attacks) and follow the player at around double its normal movement speed. It's useful if you're in creative and want the mob to keep up with your flight or if there are lots of enemies around and you want your mob to run without tying to fight any of them.
- The sixth button determines if the tame mob will attack any target you attack. If this is on and you punch a sheep, your mob will start attacking it too.
- Note all these flags are initially set to false on all recently tamed mobs. They are also saved in NBT data, so they persist across reloads.
You will also need to feed your mobs:
- Once a mob is tame, right clicking on it with a food item in hand will heal the mob for twice the satiety value of the food.
- In addition, I've implemented an "anger" mechanic. If you attack one of your tamed mobs, it will gain anger towards you. Specifically, it will gain 5 times the amount of damage you deal to it in anger. It will only become aggressive towards you if its anger becomes as high as its maximum health. (Meaning when you've delt 20% of its health in damage to it) At this point, it becomes aggressive to you and to all other players. You also will not be able to control it though the interface when its angry. (There are some client/server syncing issues here. You're not supposed to be able to access the interface of an angry mob, but the client can get confused about whether or not a mob is angry, so it will show you the gui, even if you can't use it)
- Feeding mobs also lowers their anger by twice the the satiety value of the food. You must drop their anger to half of their maximum health before they stop attacking players. Note that anger is stored in NBT data, so relogging won't stop them attacking you.
I included an xp counter for the mobs that increases as deal damage (only melee attacks for now) and are hit by attacks. I don't actually do anything with the xp value, but I plan to in the future. Minecraft is all about progression. Anything you have, you should be able to upgrade, so if you have a tame mob, you should be able to upgrade it somehow. A well-implemented mob xp system could also allow for untamed mobs the player fights to have a more fine-tuned difficulty level.
I've also prevented all tame mobs from despawning.
This mod has a number of known issues and things that need to be added. See the issues page for more details.
Anyways, here's the download (download and unzip the zip file) for a compiled jar file that works when I use it (with the MultiMC launcher, forge version 1.10.2-12.18.3.2221 and with Infernal Mobs, Optifine, JourneyMap, JEI and Waila). Let me know if you have issues using it yourself.
I don't know if these modifications will be pulled into the official release. Silentine indicated that he was (quite reasonably) concerned about the possible difficulty involved in maintaining such a complex addition across Minecraft releases. If any more people would like to help with that, it'd probably make official integration more likely.
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsThanks for all the support and kind words folks. I was honestly expecting more rage, but I guess we built a pretty cool little community here.
Look at that, some dust must have gotten in my eye.
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From what I've heard, that's being left to add-ons.
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You could always use JustEnoughItems to find the recipes.
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Yes, because it's so hard to look at a calendar and think for a moment. Other mod authors do this too. Reika is not the first, nor will he be the last to do something like this. It's a thing. Get over it.
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I repeat... what is today?
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For the visuals...
What is today?
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It should either be Tinkers' Tool Leveling or Harvest Tweaks. Combination of them both should recreate good old Iguana's Tweaks. Worst case, you could always use CraftTweaker to reduce Vanilla tools to crafting recipes only.
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Because the mod was rewritten from the ground up for 1.8.9+. The reason for 1 page on CurseForge/Curse is due to ease of searching and the fact that it'd be really hard to confuse the versions there.
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When it's done. And just a reminder thathat asking for ETAs is against the forum rules.
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https://minecraft.curseforge.com/projects/notenoughthaumcrafttabs?gameCategorySlug=mc-mods&projectID=237232
Here you go.
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Wow, perhaps you should read the thread just a little before making a comment like this....