• 1

    posted a message on MineFantasy2 - Alpha
    Quote from syndicate25»

    Does anyone know how to specify a certain type of timber from this mod, using MineTweaker3? I'm trying to add a custom recipe for logs from Biomes O Plenty, and I can get "Any Timber" but I really just want it to always give Oak Timber. Right now, it looks like this:


    recipes.addShaped(<minefantasy2:MF_Com_plank> * 4, [[<ore:plankWood>], [<ore:plankWood>]]);


    Since it doesn't appear the metadata for the timber is different for the types of timber, I'm struggling to find what to put instead minefantasy2:MF_Com_plank in order to get the timber that I want.


    You are should use recipe components with NBT tags
    e.g. <minefantasy2:MF_Com_plank>.withTag({MF_CustomMaterials: {main_metal: "oakwood"}})
    Use mt hand command go get proper string
    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    sorry for the Spam with messages but what is the purpose of coins? ( copper, gold and silver)


    Just empty items for sever's ecomomy. I use it with Gringotts plugin
    Posted in: WIP Mods
  • 2

    posted a message on MineFantasy2 - Alpha

    not really worth the effort for that, horses are kind of lame anyway.

    output slot, just place one crest there.

    Second way - just add own horses, like hounds
    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    to adress the first question with the goblins and orcs thing, I kind of filled that roll with minotaurs in dwarven strongholds. but not really going to add too much, best off if another mod took care of that.

    can't currently the horse armour is pretty unmoddable, it's just three prefixed skins and a direct reference to vanilla items for each, the armour items themselves serve no purpose, it's all the horse mob just changing its own skin and traits.

    Just use ASM to patch horse-related classes.
    Example:
    https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/item/AItemHorseArmor.java
    https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/transformer/TransformHorseArmor.java
    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    https://github.com/AnonymousProductions/MineFantasyII-Cont/pull/6 - bukkit events integration

    Posted in: WIP Mods
  • 0

    posted a message on [CraftStudio] CraftStudio Models/Animations API

    Awesome lib, but any chances for 1.7.10 backport?

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    AP, 180C is too heat for some cooking recipes (e.g pie_pumpkin_uncooked)

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    AP, some ornate items like bows are uncraftable. I think this it applies only to items that need to be cooled

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha


    NBT bug still exist for Blast furnace (and, how i think, for many various tiles)
    Also, all cakes are burned

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    what NBT bug fixes?


    Bars output validation in furnace
    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    AP, please, can you are release version with NBT bug fixes?

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha
    Quote from RenKyoKrishna»

    Thanks! I have one more question. How do the damage types apply to non-MF armors? Are they rendered useless? Or do they just defend against each equally?

    You are can set armor properties in MF config
    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    You are can install minetweaker and use mt hand command, if you are need info about certain blocks.
    If you are want to get list of all blocks and items use NEI dump function.

    Posted in: WIP Mods
  • 1

    posted a message on MineFantasy2 - Alpha

    AP, you are forgot to validate furnace output. I test it only with furnace, but, think, it work with any tileentity
    To reproduce:
    1) Place 4 raw ore's (e.g.: gold) into furnace and smelt them into bars
    2) Don't take bars from output slots
    3) Just add any ore (e.g tin)
    4) You are will smelt more bar's of the first metal (gold)

    I think you are don't look, how to works compare methods, example:
    areItemStackTagsEqual - checks only NBT tags
    areItemStacksEqual - checks ItemStacks NBT, ID and meta data (item count also, i think)
    isItemEqual - checks only ITEM (not ItemStack) ID ant meta data

    Temp solution: inv[output].isItemEqual(res) && ItemStack.areItemStackTagsEqual(inv[output], res)

    Please, check all calls of isItemEqual methods and fix them, that bug brokes gameplay. Also, after fix, please, publish new version.
    Also, sorry for my english, i have no time to learn basics =\

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy2 - Alpha

    AP, i think this is compilation error. I build mod from source code, all work without errors.

    Posted in: WIP Mods
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