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    posted a message on Damage Gems! Add colorful gems to your tools to warn you when they're about to break!

    Damage Gems banner


    For too long the tools have suffered and broken in the hands of careless miners. No longer.

    Damage Gems adds colored gems to your tools that change color when the tool they're attached to reaches a certain number of uses remaining.

    over 60 uses left: green gem
    60-31 uses left: yellow gem
    30-11 uses left: orange gem
    10 or less uses left: red gem

    Supported Tools

    Currently supported tools are pickaxes, shovels, swords, axes, and hoes made of wood, stone, iron, diamond, or gold, plus bows and shears.
    Mod support is not planned, but if anyone creates a mod add-on, I'll happily link it here.

    Works just fine all the way from 1.7.10 (tested, but Minecraft will complain, may work in earlier versions, but that's not tested) to the current snapshot.
    If anyone has a trick to make older versions of Minecraft NOT complain, let me know.

    An extra hilarious side-effect is that you can easily see the durability of tools in use by other players.
    Freak them out by warning them when their tools are about to break.

    Version 1.3 now provides a proper bow draw animation.

    Since the Curseforge project creation page seems to be broken, here's a direct link to the pack instead.

    Posted in: Resource Packs
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    posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot mods

    are you going to update it anymore?, I assume not as there hasn't been an update in a while but I just thought I'd mention how I really enjoyed playing Meddle in the snapshots and it was fun while it lasted anyway hope all goes well for you



    Quote from MantisYT»

    I installed the latest of all of it. Now my Minecraft in that version (meddle) will not load? What should I do?


    Fyber's been dealing with a lot of personal stuff lately, and as far as I can tell, has basically abandoned the internet. I expect he'll probably return eventually, but for now, we've got to let him deal with his life.


    I, too, miss meddle, but I'd rather have one of my favorite developers working to get his life sorted, than have him update a project while everything around him falls apart.

    Posted in: Minecraft Mods
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    posted a message on [32x, 16x] Coterie Craft - Default Revamped
    Quote from TheZunar123»

    There seems to be a couple issues with redux build 9. Iron armor seems broken (file seems to be corrupted, the png won't load) and items aren't displaying properly on the player model. Tested in both 1.10.2 and 16w33a.


    Screenshot:



    Notice how the armor is invisible and my character isn't holding the sword in the inventory even though I do have it equipped (it's not just the sword, I tested with other items and nothing is appearing properly).


    Don't mind the minor differences on the torch and stuff, those were personal edits I made. They aren't causing the problem, I double-checked.






    I noticed that as well, but I was running forge at the time and was hoping that was a bug in forge. I'll have to have a bang on it and see what I can come up with.


    EDIT: Is it just iron armor? Because I think I figured out what it is, if it's just iron armor that causes this bug.


    identify: improper image header `iron_layer_1.png' @ error/png.c/ReadPNGImage/3933.




    EDIT2: Fixed. Coterie Redux for 1.9+, build 9.1 -- Also shrank the pack by 1.5kB. Whee. No new tech in the pack just yet, though. I had a drive crash and need to recreate the models in question.


    Oh, I also bumped the format version number to fix 16w33a's complaints. Older versions of MC may complain, just tell it to load anyway.


    EDIT3: I think I'm going to fiddle with the top/bottom textures for a bit first, but...


    EDIT4: Rebuilt the torches today. Slightly different than you see in my previous post, much closer to the vanilla positioning, but every bit as fancy as those. Also discovered the oak and iron door models made it into build 9, so the only new door I actually lost is dark oak. The editor I'm using is ridiculously impossible when it comes to building doors, so it'll be a while before I finish that. I'll release this update when I've got the cactus looking somewhat decent. Oh, I'm also thinking about making round 3d buckets. So that'll be fun.

    Posted in: Resource Packs
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    posted a message on [32x, 16x] Coterie Craft - Default Revamped
    Quote from Shores2510»

    Seems I found an issue with the connected textures feature using Coterie Redux V9. It might be caused by the fact that this is being used on 1.10.2, or maybe it's caused by OptiFine 1.10.2 C3.... Any ideas?




    Quote from ragger»

    Try add method=horizontal in bookshelf.properties, this should make it so only the horizontal sides are books, not top and bottom.



    Interesting. Seems I'm going to have to extract the vanilla RP and see what all they've changed again. I've been offline for a bit, but I'll get back to it soon. Thanks for the heads-up.

    I've also got some fancypants new changes in the pipe, I just need to figure out what I want to keep and what I want to dump.

    For those of you that can't wait, I'm fairly sure I'm going to dump this:
    RIP cubes

    ...but apply the technique elsewhere, and then I'll probably keep this:
    Torchy torchy...

    ...just for the reduced polygon count (and the fact that it's closer to vanilla torches without looking like crap).

    I was also in the middle of rebuilding the door models, which is something I'll have to get back to.

    ...busy busy...


    EDIT: The bookshelf looks fine in 16w33a, is it just broken in 1.10.2?


    EDIT2: The only changes in the vanilla RP from 1.10.1 to 16w33a are a change in the chicken texture (added texture to bottom of the chicken's head), removal of some (useless, I think) structure_void stuff (block model and block states), addition of three splash texts, lowercasing of the en_us.lang file (per new lowercased asset rules), addition of donkey.json, mule.json, husk.json, and zombie_villager.json, and a fix to make the elder guardian drop wet sponges instead of dry sponges (in the loot_tables). I think the bookshelf bug must be OptiFine-specific, so either OF fixes it, or even the vanilla RP should be broken. More information is required, either way.

    Posted in: Resource Packs
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    posted a message on [32x, 16x] Coterie Craft - Default Revamped
    Quote from Shores2510»


    I'd be willing to help out as well...


    Still need a beetroot texture.
    Posted in: Resource Packs
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    posted a message on Meddle - Minecraft TweakClass Mod Loader + 1.9/1.10/1.11 snapshot mods

    Bleeding edge! Bleeding edge!

    Posted in: Minecraft Mods
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    posted a message on [32x, 16x] Coterie Craft - Default Revamped

    Coterie Redux for 1.9+, build 9.1


    The community loves this resource pack. I love this resource pack. I'm not going to stop using it just because the maintainer decided it's not worth his time anymore. So I fixed it as best I could.


    If somebody really wants to try and sue me over it, they're welcome to.


    For everyone else, enjoy.


    Changes:

    build 0:

    • Fixed creative inventory (survival inventory tab)
    • Fixed survival inventory
    • Fixed brewing stand (sloppy job, better fix later probably)

    build 1:

    • Fixed the brewing stand a little better.
    • Fixed the "old version" error message.

    build 2:

    • Stole attack cooldown graphics from vanilla.
    • Off-hand inventory slot now has a box around it in the HUD.

    build 3:

    • Fixed enchanting table's off-by-one.

    build 4:

    Got an unreleased v5s.41 from karstvgl. Not all changes merged, but...

    • Several blocks that weren't retextured before, now are.
    • New sunflower textures.
    • New enderchest texture. (fits better with the obby texture, and no more vanilla green tint)
    • New attack cooldown art.
    • New angry particle.
    • New end rod particle.
    • Arrows added to the achievements UI texture. (no idea what they're for, but they're there now)
    • Reworked the brewing stand UI again. (much improved, thanks to karstvgl)
    • Updated enchanting table UI. (lapis icon! woo!)
    • Updated crafting table UI. (missing highlight on the grid is now there)
    • New icons in the inventory UI texture. (new potion effects, I think)

    Also:

    • Fixed the furnace fuel slot being overlapped by the "Inventory" label. (now consistent with the brewing stand)

    Thanks to karstvgl for dropping me that unreleased update.


    build 5:

    • Fixed a mistake in the brewing stand updates from build 4.
    • Stole three potion effect icons from vanilla.
    • Lightened up the inventory slots in all container UIs due to constant complaints from everyone that "it's too dark".
    • Did a consistency pass while I was there, because it's basically free.
    • Reencoded all the textures with a better encoder and managed to smash the pack into less than 6MB. (over 1MB reduction, you're welcome everyone on a slow connection)

    I think I can get the pack even smaller. I'll have to write a custom PNG encoder, but I'll probably have a go eventually.


    build 6:

    • Fixed the dirt rotation problem.
    • New sand and red sand textures from the unreleased v5s.41. (from karstvgl)

    build 7:

    • 3d models are all fixed up, both in-hand, and in-inventory.
    • Trapdoor texture fixed. No idea how long it's been broken, but it's all good now.

    I found a model editor that works in linux and doesn't suck. I do wonder when one will be built as a webpage, though. Until then, updates!


    build 8:

    • Rebuilt the acacia door for practice. Textures are for sure right now.
    • Rebuilt the trap doors. Textures are again for sure right, but also, two less cuboids!
    • Rebuilt the torches, removing many faces and cuboids.
    • Rebuilt the redstone lamps (lit and unlit both) reducing the cuboid count by nearly half.
    • 3d-ified the oak door.
    • 3d-ified the iron door.
    • Fixed cullfaces for all the models.
    • Wrote a little script to clean up model json.

    The script does three things right now:

    1. Fixes the cullface bug in opl's Model Creator.
    2. Strips __nonsense nodes (comments and advertisements).
    3. Minifies the model json.

    Very nearly released a broken iron trapdoor. TIL texture swapping custom models is a thing minecraft does.


    build 9:

    build 9.1:

    • Fixed the iron armor bug. Sorry.

    Known issues:

    • Still no beetroot texture. (submissions still welcome).
    Posted in: Resource Packs
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    If you're still fiddling with ForgeIRC (which I like, btw) I'd like to request a config option to disable IRC when in SMP, but leave it enabled when in SSP. It throws double-text when both client and server are connected to the same channel, and I figure that would probably be the fastest way to sort it out.

    EDIT: Throws triple text if everyone on the server is using ForgeIRC too. Once in the MC server, once for the connection from their client to the IRC server (back through ForgeIRC in the server), and once for the server's connection to the IRC server (back through the other client's ForgeIRC connection).
    Posted in: Minecraft Mods
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    posted a message on [1.15.1] Finder Compass - turns the vanilla item into a configurable search utility
    Quote from AtomicStryker »
    Updated with the possibility to add your own block ID's and needle colors. Diamond and Mob Spawners are enabled by default. You can add as many needles as you want, but the lower your textures, the more mashed up your compass will look.


    What is the scan range of things in the config? Are all the things in the config found within the four-block "level" where we stand, or are they wired up like the dungeon finder needle (where they lock up/down based on above/below)?
    Posted in: Minecraft Mods
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    posted a message on [1.15.1] Finder Compass - turns the vanilla item into a configurable search utility
    Quote from AtomicStryker »
    LOL you guys are right. The file in the 16_default_textures folder was actually one for 256 textures.

    I kept checking the source for errors ... it didnt occur to me to check the files i distribute.


    Good to know that my thrashing about (rather cluelessly) inside the decompiler gave you something worthwhile in terms of fixing it for everyone. I can happily confirm that it is indeed now working for me.

    Good luck working out those modded block IDs for SMP.
    Posted in: Minecraft Mods
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    posted a message on [1.15.1] Finder Compass - turns the vanilla item into a configurable search utility
    I second the error reports from Stxyzth and ReicK, and further offer this information:

    I use default textures, which i'm reasonably sure are 16x. I tried on a clean jar, just to be sure. I deleted META-INF. I did copy BlockCoord.class, as instructed.

    I used scanrange_7/16_default_textures/ai.class and scanrange_15/16_default_textures/ai.class and got:

    java.lang.ArrayIndexOutOfBoundsException: Coordinate out of bounds!
    	at sun.awt.image.ByteInterleavedRaster.getDataElements(Unknown Source)
    	at java.awt.image.BufferedImage.getRGB(Unknown Source)
    	at ai.<init>(TextureCompassFX.java:25)
    	at net.minecraft.client.Minecraft.a(SourceFile:317)
    	at net.minecraft.client.Minecraft.run(SourceFile:632)
    	at java.lang.Thread.run(Unknown Source)


    ...for both of them. Same message. Which was disouraging. The readme (you, YES YOU! READ ME NOW.txt) said (rather nonsensically) to use the 32_textures/ai.class if I didn't know what a texture was. I do know what a texture is, and actually understand how to change their size, but regardless, I tried 32_textures/ai.class just in case:

    java.lang.ArrayIndexOutOfBoundsException: 1024
    	at ai.a(TextureCompassFX.java:50)
    	at hf.a(SourceFile:230)
    	at net.minecraft.client.Minecraft.a(SourceFile:317)
    	at net.minecraft.client.Minecraft.run(SourceFile:632)
    	at java.lang.Thread.run(Unknown Source)


    A different error. Same for both again, though. Makes sense, really, considering I was using what I believe to be the wrong one. Odd that it says 1024, though, rather than what I would have expected, that being 16 (because 0 to 16 is 17 indexes -- one too many)

    Not being a total noob, I decided to rip the thing apart. The code inside minecraft is rather abysmal as it's shipped (obfuscated), but I smashed around a little and found this odd variable declaration:
        final int field_22004_texturesetting = 256;


    ...not that it appears to be actually used anywhere, I would have expected it to be 16 (for the 16_default_texture/ai.class, at least) regardless.

    I have no idea what you did to your code, but it's quite clear to me that you broke it somewhere along the line. I hope you can figure it out, though, because I don't honestly have the time to get familiar enough with the minecraft codebase to work out a proper fix.

    Good luck, man.
    Posted in: Minecraft Mods
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