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    posted a message on Et Futurum Requiem, a revival of ganymedes01's original Et Futurum mod!

    I realize I should post my work on here.This is a continuation of the original Et Futurum by ganymedes01 with massive expansions to the content added since. The content targeted in added is typically tailored towards my own interest, with no direct theme in particular.

    This mod is a fork of a fork, the original fork by KryptonCaptain added a few things.
    I did rewrite several things from scratch and replace some content that it adds that I wrote before I was aware of this fork, such as replacing the trapdoor code with mostly my own code, and rewriting concrete to be just 2 IDs instead of 32 separate IDs. Despite all these rewrites this fork was an incredibly helpful basis to what would become my version of Et Futurum requiem.

    There is quite a lot to go over. You can look into the code, configs, and in-game Creative menu so I'll go over a few bigger features people may enjoy:
    New tweaks.cfg contains a few select features that are off by default, that tweak some vanilla behaviors.
    Fixed slab code not being consistent with how slabs should work (if you're upgrading from an old Et Futurum world, your slabs won't look quite right, sorry)
    Removed duplicate oak fence, made all fences of the same material connect via mixins, so vanilla fences will connect to the Et Futurum ones now, instead of needing a middleman to do it.
    The beacon, anvil, enchantment table and daylight detector replacements have been overhauled. There is no longer a laggy TileEntity iterator, possibly increasing server performance. Instead of replaces the block when it is updated, and on placing. The new TEs also drop the default Minecraft version, effectively using them as the ItemBlock. So no more juggling with weird crafting recipes to convert the old ones and new ones, by default this is now handled automatically. You can re-enable the old craft-it-yourself behavior in the configs if you have mods which are hardcoded to want the vanilla version of the blocks.
    Deepslate now generates in a layer starting from y22. Modded ore support is planned but for now only vanilla ores are counted. You can configure if deepslate will replace bountiful stones, or dirt. You can also make it replace cobblestone with cobbled deepslate in tweaks.cfg.
    Shulkers, and Shulker boxes! Unfortunately no end cities yet however I am working on a structure NBT builder, which will be written from scratch and not derived from 1.9 code. You can make them spawn randomly around the End in tweaks.cfg. Shulkers that are spawned this way can naturally despawn so don't worry about them slowly filling up your End when you use this option. Shulkers spawned through spawn eggs or by other means remain persistent as normal. Atm because there are no end cities you need to use this option or some other means of getting Shulkers.
    Bees! (I'm not good with entities, just like gany wasn't, heh, I would appreciate insight on how to improve their pathfinding and AI :P)
    Copper and raw ores! No lightning rods yet, but I figured having copper within the mod would help modders unify the source of copper in their mod packs. Note that copper will drop multiple, you can turn this off and make them only drop one raw ore if this is a balancing concern. Also note that raw ores register themselves as an ore as well (eg raw iron has the dict tag "oreIron") and this can also be turned off in the configs if this causes issues for you.
    New wood trapdoors, freestanding trapdoors and the enhanced ladder functionality.
    New wood signs
    Dyed beds
    Netherite gear, and the smithing table, which has partial CraftTweaker support. I had a difficult time understanding CraftTweaker support, so this compatibility could possibly be improved. Some advanced functions won't work, a few examples are in the config. Note the below CraftTweaker support mentions might also have the same holes in it. Most basic functions work for now.
    Composters, CraftTweaker support included.
    Blast Furnace, and Smoker, CraftTweaker support included.
    CraftTweaker support for brewing fuels, enchanting fuels (shows up in the enchanting GUI too).
    More registries and API functionality. The reflection-based brewing fuels API is considered deprecated, InterModComms support is planned for developers who want to use the API without making EFR a build dep.
    New rowboats from 1.9, as well as chest boats!
    Amethyst geodes
    Mob spawner egging, mob spawners are also added to the top of EFR's blocks tab. Blank fireworks are also available in the EFR items tab, and has the 3 different flight levels. You can also craft 3 fireworks at a time and a fireworks star is no longer required to add flight duration. (Note: NEI still shows the old outputs and shows requiring a firework star; you can ignore this)
    Potion cauldrons from Bedrock edition! Works with WAILA to show you info about the potion inside. This is also an alternate means of obtaining tipped arrows.
    And lava cauldrons are also added! This is technically Bedrock parity because I added these before they made it into Java 1.17, they were in Bedrock for far longer.
    WAILA support for banners
    A mixin port of Back in Slime, slime blocks, honey blocks and various modded sticky blocks now work with pistons and can push and pull blocks in a nested manner. Glazed terracotta is also added and will not stick to sticky pistons or sticky blocks when this function is enabled. There have also been some refinements, dupe fixes, and 1-tick pulse fixes by my friend DrParadox7

    Huge, gigantic and enormous thanks to embeddedt for these features:
    The Elytra, a refined port of Backlytra, which brings some imrpovements, sounds, cape support and firework boosting.
    Almost complete spectator mode, just missing the spectator GUI and scrolling to speed up. Might have compatibility issues with Smart Moving.
    Game mode switcher menu (do not need to have Spectator Mode enabled to use this)
    Target blocks and observers!

    And huge thanks to makamys for:
    Asset downloading, so no more huge jar filesize, instead sounds are served from Mojang's servers
    Step height fix, no more being denied the ability to walk through a space you clearly fit inside, also I complemented this by making it so this option also extends the player the ability to step up .6 blocks instead of .5

    ... And a great handful more! Please let me know what you think! 1.7.10 forever!!!
    My fork has been around for a few years, I've been meaning to post here for a while but have simply been forgetting... but now I have finally done it.

    SOURCE CODE

    Modrinth:
    https://modrinth.com/mod/etfuturum
    CurseForge:
    https://www.curseforge.com/minecraft/mc-mods/et-futurum-requiem (For some reason the mod widget won't work)

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    This is a very good write-up. Thank you.

    Oh, one thing you may want to look into for skins is Ears. It's a mod that perfectly backports the new skin format, but also adds in the ability to add other neat features to your skin. I'm actually on the team for a different mod called New Frontier Craft, and Unascribed actually merged it directly in our mod. If you contact him he may be willing to allow you to add in the mod.

    BTW one weird thing I noticed: You made the cauldron use the actual block model in the hand which is good, but the hopper didn't get this change?

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    I actually want to add; This performs amazingly well, even better than other versions coked up with optimization mods. What did you do!? My refresh rate is 144FPS and despite other versions often reporting that, I feel like the FPS stutters significantly at times. Not with TMCW, it's buttery smooth basically the whole time.

    Posted in: Minecraft Mods
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    posted a message on TheMasterCaver's World

    OK -- I just installed TMCW and wow, this is some pretty good vanilla-esque stuff. I might start a little survival world on this. I really enjoy the variety of stuff in the overworld, without going too overboard. This looks pretty great!

    Posted in: Minecraft Mods
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    posted a message on Better HUD: Customizable Vanilla HUD and 25+ New In‑game Widgets

    Download appears to be broken. After clicking 'Skip Ad' the tab just... Closes. No download. Nothing.

    I'm trying the 1.8 versions. All of them are broken.

    Posted in: Minecraft Mods
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    posted a message on - Delete (Please check out new thread)

    Thanks. Wow, that was a tad arrogant of me in the first half if that. Sheesh. Sorry for me being such a geezer.

    Posted in: PC Servers
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    posted a message on - Delete (Please check out new thread)

    Well, I have, but someone's clearly just jumping to conclusions.

    EDIT: Okay, that's classic. Saying we haven't read all the rules, I decide to read the (now completely different rules section you blatantly changed either after I posted my app or while I was posting my app) rules for about the fifth time, and dumping the requirement of needing to say cats in this new format which I know for a fact was never previously mentioned. Because it appears other accepted applicants got to not involve their app with the word cats and still got in. But... Y'know... Logic.

    So. Why do they all get to not have cats in their app, but when us two came along, you suddenly threw that onto the rules just to tell us we haven't read rules you changed? Did I do something to you? I'd like to know why this grudgy behaviour anvil is being plopped on us. Additionally, talking about cats puts me on edge. Mine ran away and was pretty much the only thing that kept me happy. Waking up to this pleasant bad memory trigger and overall bait-and-swap of rules was exciting.

    Either way, one more go does it for me.

    Age:[/b]

    16

    Why you wish to join:[/b]

    Already explained this. If the haggle above wasn't enough, why not throw the word 'cat' randomly into the picture just for fun?

    Username:[/b]

    Roadhog360

    Why should I accept you?[/b]

    Isn't this practically identical to the 'Why you wish to join' field? Sure, there are some differences, but we still go back to the wanting in subject. Gotta work on the redundancy here.

    Posted in: PC Servers
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    posted a message on - Delete (Please check out new thread)

    Minecraft name: Roadhog360

    My Age: 16
    Why I want to have in: I want a nice place to spend free time when I need something to do, and I want to hang out with the nice community you seemed to have built.

    Bans:

    On here: Well... How would I be banned on a server I haven't even been on?
    On others: Yep. Haven't we all? My bans are from false hack reports and accusations.

    Posted in: PC Servers
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    posted a message on [1.7.9] CRAFTGASM | CREATIVE | FACTIONS MODDED | SKYWARS | SURVIVAL

    Server is no longer 1.7.9. Please update your thread accordingly.

    Well, that's a necro. Oops.

    Posted in: PC Servers
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    No! You didn't see that! Go away! Everyone but you has permission to read that!

    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    Yes. I'd also like to store my milk in the copper buckets, too.

    Posted in: Minecraft Mods
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    posted a message on NATURA

    No 1.8.9? Slightly sad.

    I loved this mod.

    Posted in: Minecraft Mods
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    posted a message on World Downloader Mod - Create backups of your builds on multiplayer servers!

    And how would one do this to bypass the stupid kicks?

    Posted in: Minecraft Mods
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    posted a message on World Downloader Mod - Create backups of your builds on multiplayer servers!

    Can I have some sort of private version that doesn't have it?

    I don't like being forced to change my mods folder for one server, as that's just selfish.

    Posted in: Minecraft Mods
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