Sorry for the disappointing lack of updates. Generating side covers for triangles and quads with arbitrary block rotation took an immense amount of brainstorming, and trial and error. The good news is, I believe it's working now! Now I need to see if I can get Forge's rotations to match render rotations.
- Ravin8901
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Member for 10 years, 3 months, and 9 days
Last active Sat, Jul, 18 2020 17:04:22
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Drakoflame posted a message on [1.10.2] Backpacks v. 3.0.1Posted in: Minecraft Mods
Hey guys
please help me. I have a problem with the backpack-mod 1.10.2.
The Server works fine, i can join it but wehen i try to craft a backpack on the table (with 8 leather) i get no result, no backpack.
Someone know where is the problem with it?
I use the forge-1.10.2.
Thanks for your help.
Greets
the recipie has changed, please use JEI or look at the front page for the new recipies for the backpacks -
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kashoople posted a message on New EnchantentsPosted in: SuggestionsQuote from TheMasterCaver»
I find it funny that 99% of posts complain that reducing the cooldown would make swords too powerful.
I still play 1.6.4 and my Sharpness V diamond sword deals 14.25 damage per hit, and I regularly use it to attack multiple mobs within one second (as many as 3-4 red from damage immunity and/or doing their death animation at once). If I used Strength II it would deal 35 damage per hit and critical hits an amazing 49.5 damage, able to kill Endermen in one hit and players in full diamond armor (effectively 100 health) in just three in either case (I do not bother with Strength because potion effects only last for a few minutes and beacons do not work well when you regularly explore hundreds of blocks in a single play session).
Fast forward to 1.9, where the same sword now deals only 10 damage and can't even kill zombies any faster than an unenchanted sword due to their armor points. Strength II adds 6 damage instead of multiplying damage by 360% (+260%); weaker weapons benefit far more, just as Sharpness only adds a fixed amount of damage in either case (6.25 or 3 for Sharpness V. Between 1.6-1.8 your unarmed damage was also added, making all weapons deal 1 more damage). And you can only attack once every 0.63 seconds if you want to deal full damage; you certainly can't run through a horde of zombies and hit 3-4 every second to kill them all almost as quickly as a single zombie (though in 1.11 shields reduce damage by 100% and do not lose durability from zombies unless they have a weapon, so you can run through them anyway).
Even a reduction in cooldown time by say, 50%, would still leave swords being FAR weaker than before 1.9. Really, it is as if nobody were actually played Minecraft before 1.9 (and more likely since 1.6, the "zombie apocalypse" version, where they had followRanges of up to 100 blocks, twice the distance and quadruple the area of current versions (35-55 blocks) and not dependent on (regional) difficulty. Just recently I killed over a thousand mobs while exploring a single cave system, albeit also much larger than anything since 1.7, but only around 100 blocks across).
That aside, I have my own idea - hoes can get Fortune (from a book, since only getting 2-3 enchantments from the table would make it too easy to get) and are required if you want to be able to get additional drops from crops (hoes will take damage when harvesting crops or breaking any block to avoid infinite Fortune exploits (see shears and Silk Touch before 1.9, the main reason why it was removed); using other tools will not apply the Fortune effect), which would make higher-tier hoes more worthwhile (ignoring the fact that Mending makes anything effectively have infinite durability; IMO it should be more difficult to get, particularly from villagers or automated fishing):This is actual code from a mod i made that prevents Fortune from working on crops unless it is on a hoe, a proof-of-concept of how this idea can work (BlockCrops includes wheat, carrots, potatoes, and in 1.9+, beetroot. This code would more properly be put in the BlockCrops base class but I added it to the Block class to avoid modifying too many classes, as I also did with hoes and enchantments):
int var7 = EnchantmentHelper.getFortuneModifier(par2EntityPlayer); if (this instanceof BlockCrops && !(par2EntityPlayer.getCurrentEquippedItem() != null && par2EntityPlayer.getCurrentEquippedItem().getItem() instanceof ItemHoe)) { var7 = 0; }
You're forgetting a major aspect of 1.9 combat changes for the sword, which is understandable. Swipe attacks to hit AoE instead of single-target. You may have 3 or 4 mobs taking damage within half a second, but this allows you to have an indefinite number of mobs taking damage at once, as long as they are all close at once. 50% cooldown reduction allows you to target the same group immediately after their damage cooldown ends, making it practically spam-clicking a group while only having to click twice a second. -
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Drakoflame posted a message on [1.10.2] Backpacks v. 3.0.1Posted in: Minecraft Mods
I found version no error midlebackpack (no have midlebackpack, of course)
http://mod-minecraft.net/backpacks-mod/
Download "For 1.7.2", not "For 1.7.10/1.7.2"
Still work on 1.7.10
First: do not ever download any mod from that site, only download from Minecraft Forums, Curseforge, Curse, Planet Minecraft, or any mod that the modmaker links you to via one of those sites.
Second: the 1.7.10 version DOES. NOT. HAVE. THE. MIDDLE. TEIR. BACKPACKS. only the 1.9 and 1.10 versions do. Yes, the 1.7.10 version has the items in the NEI menu. No, they do not work. Yes, they are supposed to be untextured.
Third: Update to 1.10.2, 1.7.10 is not being supported anymore for most mods, I can't say the same for this mod, but most mods are beginning to move forward.
Sorry if this came off as rude but... really, its been said several times, its not a bug, not an error, not an issue, its an outdated version that does not have that feature, update to use it. -
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Oceanssssss posted a message on Birds Of A Feather A Mod That Adds Birds!Posted in: WIP Mods
thanks some of you are part of the mod! XD -
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MoridinIshamael posted a message on Tinkers' Construct 2Posted in: Minecraft Mods
This is what I get for trying to read at five in the morning. -
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don_bruce posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)Posted in: Minecraft ModsI'd better get around to the questions and suggestions on here before I start forgetting them! It being super late here, though, I think I'll do that in the morning. Instead, I'll share what's flowing in the development pipeline. Nothing like a week free of school to give ya' time to get stuff done! A large update will be coming your way at the end of this week, but here's a sneak peak on one of the major features:
The newer Minecraft Flight Simulator: coming to a Forge near you!
New gauges:
Don's garage is happy to offer a extended selection of gauges for those who like to fly IFR. New to the lineup is the much-requested attitude indicator, as well as a vertical speed indicator, turn coordinator, and fuel flow gauge. For the fancy filers, we offer a lift reserve indicator. Turn coordinators may be substituted for turn and slip indicators, but only if you know the difference! All these guys come in the new extra-large HUD.
New HUD:
"But I wanted a smaller HUD!", you cry. No problem! Utilizing our patent-non-existent modkey system we've given you the ability to change the size of the HUD. Currently, we offer a full, regular, 3-gauge, and invisible mode.
Full configurability:
Maybe you don't like the traditional T layout for indicators. Maybe you really would rather have the fuel gauge be where the airspeed indicator is. Maybe you want a HUD filled with tachometers (we don't judge). We've re-tooled the plane GUI to allow you to mix-and-match indicators. The slot you put them in determines their location on the HUD, so no more complaints about bad placement.
Still focused on realizm:
Having gauges in a HUD may be all well and good, but what good does it do you if that HUD prevents you from flying? Much like the Microsoft version, MFS tries to make as real a flying experience as possible. To do this, we've made it so everything that appears on the HUD appears on the plane as well. This makes for a pretty cool cockpit, and lets you check your fuel without even getting into the plane!
All this and (much) more will be coming up in the new update, so stay tuned!
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Escman1999 posted a message on Tinkers' Construct 2Posted in: Minecraft ModsQuote from RiCardtheDragoon»
So, does version 1.8.9-2.2.1 allow for the melting of emerald blocks in the smeltery? According to JEI, the required temperature is roughly 1433 degrees, but lava has a temperature of 1000. When an emerald block is placed in the smeltery, a blue bar with a gradient towards white replaces the standard smeltery progress bar. Is there any way to smelt the emerald block, excluding crafting it back into nine emeralds and smelting those?
On a side note, it would be nice to be able to smelt gold and iron horse armor and damaged anvils back into their component metals again.
wouldn't smelting anvils back into iron blocks and ingots cause you to never need to make another anvil again? -
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Manan6619 posted a message on Tinkers' Construct 2Posted in: Minecraft ModsWell, I can't speak for Iguana Tweak users, but it seems to me like part of the beauty of TiC is being able to make little jumps in progression if you know what you need to look for. It doesn't sound like a substantial edge to me, but maybe my view is biased from using ExtraTiC and Metallurgy where there are too many materials to worry about involving all of them in a progression~
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lunchboxxx19 posted a message on Et Futurum - Brings the future to now!Posted in: Minecraft ModsYeah gany will when he gets to it
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authorization servers are down; here is a link to check whenever you need to: http://xpaw.ru/mcstatus/
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We were more or less saying the status effect which could kill you and are similar to poison. That is why I had mentioned wither.
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I just feel as if i should mention that you are basically using half a block of obsidian, half a stone block, and a quarter of a ender pearl when you added the void stone, which is kinda cheaper in the long run (short run its more expensive)
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As long as the AI isn't too different from 1.7.10 mobs gany will easily implement them, otherwise we will probably need somebody else to mess with code for him.
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This is the code you need to use to make the water bag give you hydration in enviromine.
item_waterBag_item_Water_Bag {
S:01.Name=Growthcraft|Cellar:grc.waterBag
I:02.Damage=-1
B:"03.Enable Ambient Temperature"=false
D:"04.Ambient Temperature"=37.0
D:"05.Ambient Air Quality"=0.0
D:"06.Ambient Santity"=0.0
D:"07.Effect Temperature"=0.0
D:"08.Effect Air Quality"=0.0
D:"09.Effect Sanity"=0.0
D:"10.Effect Hydration"=25.0
D:"11.Effect Temperature Cap"=37.0
I:"12.CamelPack Fill Amount"=-25
S:"13.CamelPack Return Item"=minecraft:potion
I:"14.CamelPack Return Meta"=0
}
*i am assuming that you know what you are doing otherwise. Growthcraft doesn't autofill itself into configs for you so you need to write everything manually (copy and paste it)
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There is actually a fix that i discovered like 5 minutes ago. Don't use minetweaker to add sesame seeds to a ore dictionary, use zzzzz custom configs. Also in spoiler is what you want to write for it to work (OreDictionary.cfg is file name)
<ore>
<name>cropSesameseed</name>
<stack1>harvestcraft:sesameseedsItem 1 0</stack1>
</ore>
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I know that much, I just was never able to fly planes in video games.
Played a lot of the GTA games and most planes i flew crashed into the ground, so my friends banned me from flying if they were with me.
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I might, I mainly play on 1.7.10 and first thing on my list is to read through and understand the code. When i do that, the next thing is to probably change how the caveborn will always give you certain items. After that, I may consider trying to do that, but it would require a lot of re-writing and such.
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Nice to hear that.
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I am actually on windows. And not know differences between macs and pcs in that field.