• 1

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from praecipitator»

    Sounds good. However, will that be backwards-compatible to saves made with the pre-rework version?


    Of course, the reworked structures will appear in newly genned chunks, already genned chunks and structures are untouched.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    We're currently reworking every structure (porting them to the nbt structure format and giving them a design overhaul at the same time while we're at it) currently the lich is being worked on and we'll go down the list with the final boss being last.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Robijnvogel»

    Don't worry. I stopped caring about you long ago. :P

    Welcome (back?) to the MC Forums, kind Androsa. :D

    About that second statement, wasn't Drullkus (and maybe someone else) collecting old Twilight Forest versions?


    Beni sent us a handful of the jars he had laying around but it was unknown which mc version each jar was for so we have to sort through em. It also wasn't every single version of the mod so some older ones have to either be collected from old modpacks or found elsewhere or they may just be lost forever.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from McAnimatedxxx»

    So any activity from the mod lately?


    https://github.com/TeamTwilight/twilightforest/commits/1.12.x
    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Robijnvogel»


    I think that the "incompatibility" warning is more of an "no compatibility with Optifine is guaranteed" warning.


    There was a known issue where optifine was causing the maps to not render and a few blocks in the mod as well were rendering incorrectly with optifine.
    Posted in: Minecraft Mods
  • 3

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Hopping in here to bring people up to speed who may be unaware of the status of the mod and only get their info from this thread.

    It is being ported to 1.12, no not 1.11 not 1.10, straight to 1.12. It's very very close to an actual release, i'd say around 95-99% complete.

    There is a Discord server you can join where you can find all the info you'll ever need on the port, progress, downloads, and so on.

    We have public dev builds ready for testing, we have a build server that generates a new dev build everytime one of us pushes code, it'll also send a message over to one of the channels of the discord server so you can stay up-to-date. If you don't want to join the server, that's perfectly fine. You can find the latest dev builds here. (Click on Universal at the bottom to download the jar)

    If you find any bugs, feel free to send reports over to the issue tracker here.

    Final Notes:
    1.12+ is compatible with CTM (Connected Textures Mod), I highly recommend you use this mod as it makes everything in Twilight Forest pretty. Totally optional, you don't need it.

    1.12+ is NOT compatible with Optifine (Few bugs such as Maps going totally blank and not rendering at all)

    Posted in: Minecraft Mods
  • 0

    posted a message on VoidCraft

    Yup ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on VoidCraft

    The intended method is to refight Xia again, for lore sake that dimension is in a set time in space, so basically everytime you enter it's as if nothing ever happened in there. Think time travel. (But again for loresake, what does happen in there can affect other areas in time, but that's getting into my Dal Quor stuff which isn't finished yet)

    Posted in: Minecraft Mods
  • 0

    posted a message on Void Fog
    Void Fog

    Downloads:
    This mod has been self tested on only 4 versions, 1.11.2, 1.10.2, 1.9.4 and 1.8.
    1.8 is known to crash but in theory this should work with most versions in the 1.8 to 1.11.2 range.
    Yes, there's only one file, it should work with all versions mentioned above.


    Source Code:
    If you're interested, it can be found here.

    About:
    It is known that Void Fog was removed from Minecraft back in 1.8. This mod brings that Fog back for those who enjoyed it.
    This is a client side mod only meaning you DO NOT place this onto dedicated servers.
    This mod works alongside VoidCraft.


    Images:




    Issues/Suggestions/Modpacks/Misc.

    Issues and Suggestions:
    Send them here please, but make sure they are not duplicates...

    Modpacks:
    Sure, provide a link to either this forum thread, the curse page, or the github page. Do keep in mind that this is a client side only mod though so be sure to keep it out of the server files.

    Latest Updates:
    If you don't mind me rambling about random stuff, I do post updates for what i'm currently working on within my mods on my twitter

    Support:
    If you wish to support me and gain small cosmetic benefits, you can do so on my Patreon.
    Posted in: Minecraft Mods
  • 0

    posted a message on Angel of Vengeance (AoV)
    Quote from Foghrye4»

    Hello, I'm trying to use this mod with Dungeon generator for Cubic chunks mod. If only you could make two changes those mods will fits together very well:

    1. There is too small amount of spell charges for a huge amounts of mobs in dungeon. Returning every time to statue is annoying. Could we replenish amount of charges with every kill or over time?

    2. It would be nice if we could use existing experience system. Dungeon generator set more exp for high-level mobs, but amount of exp in your mod is constant.


    So regarding this, I went ahead and got new builds out today which adds both these options, disabled by default. As I stated in the changelog:
    • Added two config options
      • Recharge: This allows you to recharge your ability charges over time in seconds (NOT ticks), this is set to -1 by default which disables this.
      • Experience: This allows you to gain experience in the mod using vanilla experience orbs. This is disabled by default.

    These will be in versions 0.2.3 and up, which are waiting for approval as I write this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Angel of Vengeance (AoV)

    Question, I've decided to choose the defender class, but I don't know how to level up the defender class, as I don't have a spell to start with and I didn't see anything specific on what other way there was to level.


    Ah right, forgot to really mention that anywhere, defender's gain experience through using shields to block, getting their attacks dodged, and landing doublestrikes. I believe I had their buff spells give experience as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Angel of Vengeance (AoV)
    Quote from Foghrye4»

    Hello, I'm trying to use this mod with Dungeon generator for Cubic chunks mod. If only you could make two changes those mods will fits together very well:

    1. There is too small amount of spell charges for a huge amounts of mobs in dungeon. Returning every time to statue is annoying. Could we replenish amount of charges with every kill or over time?

    2. It would be nice if we could use existing experience system. Dungeon generator set more exp for high-level mobs, but amount of exp in your mod is constant.


    I may turn these into config options, disabled by default, but sure. My reasoning for not using the existing experience system is that it leads to being a bit unbalanced for progression. Mods tend to make experience gain insanely easy plus experience can be gained in other ways than using my spells as intended. In other words it's very easy to gain the maximum level without any work at all using vanilla experience. This can lead to things such as people spawning in an angelic statue nearby, taking all the buffs from the defender tree and then doing a full reset only to regain all their levels in an instant through exploits so they can go back either caster or healer. That's something I try to avoid.

    But yes, I'll turn those two things into a config option of some kind in the future.
    Posted in: Minecraft Mods
  • 0

    posted a message on Angel of Vengeance (AoV)
    Quote from Akamukai»

    A word of advice: Include a basic description of what the mod is.

    It looks like a RPG mod, but I can't find a description of what it is.


    I... actually forgot to include that. Totally forgot, it's on the curseforge page at least lol.
    Posted in: Minecraft Mods
  • 1

    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [40,000+ DLs]

    By the way, I recommend sending latest.log (or fml-client-latest.log or fml-server-latest.log if using Forge) as those would contain more info than crash reports. Crash Report logs tend to not show every stacktrace and only just a little bit which isn't always useful.

    Anywho, yea that report is pointing at a command block trying to get an entity from the world and then crashing without really saying why cuz "java.lang.Error" isn't useful info at all. In the end though, it's really hard to debug crashes caused by command blocks. At least it is for me.

    Posted in: Maps
  • 2

    posted a message on Angel of Vengeance (AoV)
    Angel of Vengeance

    Downloads:

    NOTE: TamModized is a required mod in order for VoidCraft to run. TamModized is a Library of shared code used by all of my mods.

    1.11.2

    1.10.2

    Spotlight:


    Source Code:

    If you're interested, it can be found here.

    Latest Additions: (v0.2.4)


      • Fixed a crash with Stalwart Pact


    About:


    The goal is to be a magic mod focused around being a healer. You have the ability to heal players, other entities and even damage undead with this power. You can also cure status effects. However, there are two other classes you can use instead. Three in total, Healer, Caster, and Defender.

    Healer's purpose is to well.. heal. The Caster is the offensive spell casting mage which uses light based spells to destroy undead. The Defender is your tank, they get a dodge mechanic where attacks have a chance to not land at all on them. Defenders also get benefits while having a shield equipped.


    Images:






    Getting Started:


    You'll want to construct a "statue" as shown here.



    Blocks used are all three vanilla polished stone types. Nothing more.
    After you have done so you must right click the center Polished Granite with a diamond in hand.
    The statue is then shrunk down to a single block size in which you can right click. From here you can make a choice to select a class. If you do not like your choices you may "reset" them to start over.

    • Minor Reset: This resets your spent points except your very first one and gives you the points back to respec your chosen tree. You do NOT have to regain your points with this method although you cannot change classes.
    • Full Reset: This completely takes you back to one single point before you chose a class. This allows you to switch to a different class if you like but you MUST regain all of your points.

    Points are gained with a level up system, you gain experience by using your abilities but beware as the amount of experience you gain decays as you use your abilities. This decay goes away over time. So basically, don't spam. Use when needed.

    Once you have spells set onto your new bar, you can toggle between your main hotbar and the spell hotbar by using the left Alt key, this is the default keybind but this can be changed in controls if needed. To actually use your spells, the bar MUST be active then you simple just right click while on the selected spell.


    Mechanics:

    Experience, Leveling, and Decay:
    Every time you use an Ability or Spell you can gain some experience. This experience is only granted if spells are being used as intended. After you collect a certain amount of experience you will Level Up. Every Time you Level Up you gain a single Skill Point which you can use to spend on new Skills within your Class Tree.

    The amount of Experience you gain can decay if the ability or spell you used is spammed. This decay is ability/spell specific so say you spam one ability, this means that decay will not apply to another. Each tick of decay will vanish after 30 seconds.

    It should be noted that unlike the Caster and Healer, Defenders gain experience through using a shield to block, landing any doublestrikes, and getting a successful dodge.
    Setting and Casting Spells:
    Open up the Skills GUI by right clicking on the Angelic Statue, from here go to your Spell Book and click on which spells you want on your hotbar. You can remove spells from the hotbar by clicking on the slots of the bar.

    Once you have your spells set you can cast them in world by activating your spell hotbar via Left Alt (Default, this can be changed in Controls), selecting your spell, then Right Clicking.
    Resetting your Skills:
    Open up the Skills GUI by right clicking on the Angelic Statue, head to Reset Skills. From here you have two options.

    • Minor Reset: This resets your spent points except your very first one and gives you the points back to respec your chosen tree. You do NOT have to regain your points with this method although you cannot change classes.
    • Full Reset: This completely takes you back to one single point before you chose a class. This allows you to switch to a different class if you like but you MUST regain all of your points.
    Charges:
    Casting spells uses a charges system, each spell has their very own amount of Charges which can be increased by skills. Every time you cast a spell that uses this system it will drain an amount of charges, depending on the spell this can vary. Charges are reset when you interact with an Angelic Statue.
    Spell Power:
    Spell Damage is calculated by taking its base damage and multiplying it against (1 + (SpellPower / 100))
    Dodge:
    When you are attacked by certain damage types there is a chance you will not be hit by the attack, this chance is your total amount of Dodge. Dodge can be increased by skills and spells.
    DoubleStrike:
    You have a chance to strike enemies twice, this chance is the amount of DoubleStrike you have. This chance can be increased by skills and spells.


    Classes:

    Healer:
    Cores:
    Class Core: Healer:
    Upon taking this, you are locked into the Healer class tree. You gain +1 Max Charges and are granted the spell "Cure Light Wounds"
    This spell, when used, heals, at base, 4 damage (2 hearts).
    Healer Core 2:
    Requires at least Level 3 and that you have "Class Core: Healer"
    You are granted with 10 spellpower.
    Healer Core 3:
    Requires at least Level 6 and that you have taken "Healer Core 2"
    Grants 10 spellpower, +1 Max Charges, and the spell "Positive Energy Burst"
    This spell heals all entities around you, in a radius of 20 blocks, for a base of 10 damage (5 hearts)
    Healer Core 4:
    Requires at least Level 12 and that you have taken "Healer Core 3"
    Grants 10 spellpower, +1 Max Charges, and adds the spell "Positive Energy Aura"
    This spell when activated creates a minute long arua around you that slowly heals entities around you in a 10 block radius for a base of 2 damage (1 heart)
    Capstone: Healer:
    Requires Level 15 and that you have taken "Healer Core 4"
    Grants 50 spellpower and +3 Max Charges.
    Tier 1:
    This tier requires that you have spent at least 1 point into the class tree
    Cure Moderate Wounds:
    Adds the spell "Cure Moderate Wounds" which heals for a base of 6 damage (3 hearts)
    Cure Poison:
    Adds the spell "Cure Poison" when activated removes Poison from the target.
    Spell Power I:
    Grants 10 spellpower
    Tier 2:
    This tier requires that you have spent at least 4 points into the class tree
    Cure Serious Wounds:
    Requires: "Cure Moderate Wounds"
    Adds the spell "Cure Serious Wounds" which heals the target for a base of 8 damage (4 Hearts)
    Cure Wither:
    Requires: "Cure Poison"
    Adds the spell "Cure Wither" which removes Wither from the target.
    Spell Power II:
    Requires: "Spell Power I"
    Grants 10 spellpower
    Cure Blind:
    Adds the spell "Cure Blind" which removes blindness from a target.
    Tier 3:
    This tier requires that you have spent at least 8 points into the class tree
    Cure Critical Wounds:
    Requires: "Cure Serious Wounds"
    Adds the spell "Cure Critical Wounds" which heals the target for a base of 10 damage (5 Hearts)
    Charges I:
    Grants +1 Max Charges
    Spell Power III:
    Grants 10 spellpower
    Invoke Mass:
    Grants the Invoke Mass Ability.
    While active: Spells that can use the Invoke Mass ability will cost double the charges but are cast as an Area of Effect (AoE) meaning they interact with multiple targets.
    Tier 4:
    This tier requires that you have spent at least 12 points into the class tree
    Heal:
    Requires: "Cure Critical Wounds"
    Adds the spell "Heal" which heals the target for a base of 20 damage (10 Hearts)
    Charges II:
    Requires: "Charges I"
    Grants +2 Max Charges
    Spell Power IV:
    Requires: "Spell Power III"
    Grants 20 spellpower
    Selective Focus:
    Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.
    (The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)

    Caster:

    Cores:
    Class Core: Offensive Caster:
    Upon taking this, you are locked into the Caster class tree. You gain +1 Max Charges, 10 spellpower and are granted the spell "Nimbus Ray"
    This spell, when used, creates a slow moving ray of light that damages for a base of 4 damage (2 hearts) this damage is doubled on undead.
    Caster Core 2:
    Requires at least Level 3 and that you have taken "Class Core: Offensive Caster"
    Grants 15 spellpower
    Caster Core 3:
    Requires at least Level 6 and that you have taken "Caster Core 2"
    Grants 15 spellpower, +1 Max Charges, and the spell "Flame Strike"
    Upon using this spell, a mass of flame falls from the sky where you target and deals a base of 6 damage (3 hearts) of fire damage to entities in the blast radius. They are also set on fire for 15 seconds.
    Caster Core 4:
    Requires at least Level 12 and that you have taken "Caster Core 3"
    Grants 15 spellpower, +1 Max Charges and the spell "Blade Barrier"
    Upon using this spell, a ring of circling blades are spawned to deal damage to any enemy that touches them.
    Capstone: Caster:
    Requires at least Level 15 and that you have taken "Caster Core 4"
    Grants 50 spellpower and +4 Max Charges
    Tier 1:
    This tier requires that you have spent at least 1 points into the class tree
    Searing Light:
    Adds the spell "Searing Light" when cast shoots a quick bolt of searing light to deal a base damage of 8 (4 hearts) this damage is doubled on undead.
    Spell Power I:
    Grants 15 spellpower
    Tier 2:
    This tier requires that you have spent at least 4 points into the class tree
    Slay Living:
    Requires: "Searing Light"
    Adds the spell "Slay Living" when cast, close range, will slay any LIVING creature. Bosses and Undead are unaffected.
    Charges I:
    Grants +1 Max Charges
    Spell Power II:
    Requires: "Spell Power I"
    Grants 15 spellpower
    Tier 3:
    This tier requires that you have spent at least 8 points into the class tree
    Destruction:
    Requires: "Slay Living"
    Adds the spell "Destruction" when cast will destroy a target, max distance 20 blocks. Works on Undead, does NOT work on Bosses.
    Charges II:
    Requires: "Charges I"
    Grants +2 Max Charges
    Spell Power III:
    Requires: "Spell Power II"
    Grants 15 spellpower
    Tier 4:
    This tier requires that you have spent at least 12 points into the class tree
    Implosion:
    Requires: "Destruction"
    Adds the spell "Implosion" when cast, all non-boss enemies around you are inflicted with implosion and will die after a very short period of time. (Max radius of 10 blocks)
    Spell Power IV:
    Requires: "Spell Power III"
    Grants 25 spellpower
    Leap of Faith:
    Grants the Ability "Leap of Faith" when used you quickly leap through the air and are granted with 15 seconds of Feather Fall.
    Selective Focus:
    Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.
    (The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)

    Defender:

    Cores:
    Class Core: Defender:
    Upon taking this, you are locked into the Caster class tree.
    Grants +5% Dodge
    Defender Core 2:
    Requires at least Level 3 and that you have taken "Class Core: Defender"
    Grants +5% DoubleStrike
    Defender Core 3:
    Requires at least Level 6 and that you have taken "Defender Core 2"
    While you have a shield equipped, you deal more knockback.
    Defender Core 4:
    Requires at least Level 12 and that you have taken "Defender Core 3"
    While blocking with a shield, you block ALL angles now instead of just in front of your player.
    Capstone: Defender:
    Requires Level 15 and that you have taken "Defender Core 4"
    Shields you have equipped, if damaged, are fully repaired every 30 seconds.
    Tier 1:
    This tier requires that you have spent at least 1 points into the class tree
    Aid:
    Adds the spell "Aid" when cast grants absorption and a 5 bonus to dodge for 5 minutes.
    Dodge I:
    Grants +5% Dodge
    Tier 2:
    This tier requires that you have spent at least 4 points into the class tree
    Shield of Faith:
    Requires: "Aid"
    Adds the spell "Shield of Faith" when cast grants the target with the Shield of Faith buff which cuts the damage they take in half.
    Dodge II:
    Requires: "Dodge I"
    Grants +5% Dodge
    DoubleStrike I:
    Grants +5% DoubleStrike
    Tier 3:
    This tier requires that you have spent at least 8 points into the class tree
    Zeal:
    Requires: "Shield of Faith"
    Adds the spell "Zeal" when cast grants the caster a 2:30 buff of +25 DoubleStrike
    Dodge III:
    Requires: "Dodge II"
    Grants +5% Dodge
    DoubleStrike II:
    Requires: "DoubleStrike I"
    Grants +5% DoubleStrike
    Invoke Mass:
    Grants the Invoke Mass Ability.
    While active: Spells that can use the Invoke Mass ability will cost double the charges but are cast as an Area of Effect (AoE) meaning they interact with multiple targets.
    Tier 4:
    This tier requires that you have spent at least 12 points into the class tree
    Stalwart Pact:
    Requires: "Zeal"
    Adds the spell "Stalwart Pact" when cast grants the target a 5 minute buff of Stalwart pact which activates when the target reaches half or less health. Upon activation, the buff is removed and the target is instead granted with 5 minutes of Absorption III and 10 seconds of Regeneration III
    Vitality:
    Grants +10 Max health (5 Hearts)
    Dodge IV:
    Requires: "Dodge III"
    Grants +5% Dodge
    Selective Focus:
    Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.
    (The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)


    Issues/Suggestions/Modpacks/Misc.

    Issues and Suggestions:
    Send them here please, but make sure they are not duplicates...

    Modpacks:
    Sure, provide a link to either this forum thread, the curse page, or the github page.

    Latest Updates:
    If you don't mind me rambling about random stuff, I do post updates for what i'm currently working on within the mod on my twitter

    Support:
    If you wish to support me and gain small cosmetic benefits, you can do so on my Patreon.
    Posted in: Minecraft Mods
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