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    posted a message on Hooked - Grappling Hooks done simple, natural, and useful

    Hooked is a mod designed to provide an effective replacement for creative flight in the form of grappling hooks.
    Above all else Hooked is designed to be simple, natural, and useful.

    It's simple because:

    • hooks move in a perfectly straight line when firing them
    • hooks pull you toward them with a constant force
    • firing hooks doesn't require holding an item, instead it is a bauble bound to a key for immediate access
    • releasing hooks from walls requires just a tap of the space bar

    It's natural because:

    • its simple controls mean it can quickly become a natural part of how you move through your world, as instinctive as the sneak key
    • the fact that hooks don't drop while in the air means you don't have to line up every shot, which adds to the automaticity of using it

    It's useful because:

    • it provides options for everything from your first night in a world to frolicking in the nether without thought of the terrors it contains (ender hook, glancing hit on ceiling, quickly release, repeat).
    • it is natural to use, thus it will likely be used whenever and wherever it might be of use
    • hooks have no durability, so you can happily frolic through your world without feeling like every usage may be a waste
    • while using a hook your mining speed is completely unimpaired, unlike with flight (or falling, though I doubt you'll be breaking many blocks while falling, so that one isn't quite relevant)
    • hooks are simulated both client- and server-side much like normal movement, meaning a laggy connection shouldn't cause too much trouble (some desync will be inevitable, but that's a given with anything in such a situation)

    Hook variants:

    • Wood hook - not great, but better than nothing in the super early game
    • Iron hook - pretty good and not too expensive with a cost totaling 13 iron and two sticks
    • Diamond hook - the best general-purpose hook in the mod, being fast enough for really any reasonable need and long enough for any reasonable position
    • Ender hook - one of the two diamond hook sidegrades, it's far too fast for any unreasonable need, and much longer than any unreasonable position would require
    • Red hook - the second diamond hook sidegrade, it's the only one with creative flight-like movement, though it's limited to the bounds defined by the hooks attached. 1 hook = vertical column, 2 = line, 3 = triangle, 4 = tetrahedron (pyramid with triangle as the base)

    (Any ads on this video are due to the invalid copyright claim to the music)

    Although this video only shows the flashy bits of moving around the terrain, there are many more mundane uses for hooks:


    • Moving around awkward areas, such as...
      • caves
      • machine rooms
      • your creeper-scarred base
    • Hanging above machinery, in order to...
      • gain an overview and check that you haven't done anything obviously wrong
      • make sure your factory still looks pretty, if that's your thing
      • avoid falling into your crusher
      • bask in the glory of the factory
    • Locking yourself in position, to avoid...
    • Grappling to walls, so you can...
      • easily mine ores from ravines
      • climb up mountains
      • become Spider-Man
      • run dire-wire through the room through all 4 dimensions of spacetime

    (Yes these hooks are heavily inspired by Terraria's, in fact I attempted this mod long ago as Terraria Hooks here and here)

    Modpack policy: DON"T U DARE USE IT!!1! Feel free to include it! If you do I would love to hear about your pack because I love hearing/seeing people enjoy what I create.


    This post may be out of date from the main description on CurseForge. When in doubt refer to the CurseForge description.


    Note: I am taking a hiatus from modding until further notice as it became more like work than play and caused a great deal of stress. There are a few inconsistent bugs outstanding, so keep that in mind when using the mod. Go here. if you might want to help out.
    Posted in: Minecraft Mods
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    posted a message on Catwalks 3

    Just fixed that error in version 3.0.3

    !!!NOTE!!! Please re-download LibrarianLib 4.0 if you downloaded it before this comment was posted. It had the incorrect version shown in the code, so it would crash if used with catwalks, which now expressly requires 4.0.

    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Catwalks 3 has finally been released for real. After many issues with performance (which are still there somewhat, but it isn't my code that's slow, and there's nothing I can do about it) I finished this rewrite for minecraft 1.12 in just under ten days. My breakthrough was thinking about catwalks the same way connected textures work.

    Posted in: WIP Mods
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    posted a message on Dungeons2! [RELEASED in Minecraft Mods Forum]

    In my opinion it's good to stick to 16x16 textures, as that's what vanilla minecraft uses. Unless someone has a higher resolution texture pack higher resolution textures just end up looking out of place.

    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Also Belated: I made a twitter account (@CatwalksMod) so I can tease stuff and post progress updates.

    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Ice catwalks.... I like.


    Lots of pics (a lot of this is old, and not all will be in the first release):


    Some ingame screen caps:





    Some concept art:


    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Yep. I'm working on 1.10.2 as we speak. It's going to be a big update, we'll have 3d models for the blocks, MCMultiPart support, and support for theoretically infinitely many materials.


    I won't be releasing until all this is done because if I do new builds can and probably will either corrupt worlds, make worlds crash on load, or cause blocks to be deleted.

    Posted in: WIP Mods
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    posted a message on Catwalks 3

    Yeah I'm alive. :D I was actually just contacted a couple days ago by the texture artist for Catwalks 2, and we've been working on it. Also I'm rewriting sections of the mod before release because otherwise everyone's worlds will be broken when they update. Most importantly I'm adding support for MCMultiPart and up to 128 different materials.

    Posted in: WIP Mods
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    posted a message on I call [email protected] on Mod Copyrights

    So you are saying that every line of code that I've written that is in a mod for Minecraft is Mojang's property, that they own it.

    What?

    That's like saying that any commentary written about something is owned by the owner of the thing itself. So if I spend two weeks writing a huge commentary on a movie, my commentary is now OWNED by the movie studio.

    It's like saying that every painting and photograph of New York is owned by the state. It's like saying that every image drawn in a chalk art contest is owned by the owner of the land it was drawn on, or by the owner of the subject matter. It's saying that if someone draws a picture of a coke can, their picture is now owned by Coca Cola.

    Maybe a bit more relevant to the reader: Every single paper, or document, or anything you've written in Word is now owned by Microsoft. You really shouldn't be writing your new book in Word because if you do then Microsoft owns your book. Also you shouldn't write it in notepad because that's also Microsoft. Also if you try to use an open source software your book is now owned by the owner of that software. I wouldn't even try writing it on paper, because your book will be owned by the manufacturer of the paper.

    Minecraft modding isn't just adding on to a game, it's creating a new game. Mods can't be lumped in as part of minecraft, they are distinct games that have been designed around the same game engine. Mojang does not own mods. If you can provide some legal evidence to the contrary I'd be open to hearing it.

    I get that my examples are dramatic, but they aren't all that dramatic. If you extrapolate your opinion to things other than minecraft mods it's what happens.


    I have written tens of thousands of lines of code. Nearly every one is entirely my own, and nobody can tell me that the last two years of my time spent creating mods for the community was just me acting as a code monkey for Mojang, unaware that my code was becoming their property the moment I typed it.

    Posted in: Discussion
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    posted a message on Dungeons2! [RELEASED in Minecraft Mods Forum]

    Do you have a github repo for this? I'd love to check it out!

    Posted in: WIP Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Here is the model with and without optifine. In the optifine screenshot the cloth only shows the middle of the cloth texture section

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    It seems that optifine causes blocks loaded with the forge obj model system to have messed up UVs. Every quad has it's UVs halved around the center of the quad. If the uv was from 0,0 to 1,1 it becomes 0.25,0.25 to 0.75,0.75. I don't know if it literally changes the UVs or just messes up something in the rendering.

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    My brother and I want to use mekanism on a server with our friends, but it appears the only 1.9.4 downloads would be on the build server. Are they stable?

    I tried building it from source (I had to up the forge version in the build.gradle to make it compile) and we got several crashes with basic stuff such as placing pipes. It also seems to have a hard dependency on IC2. Are these still problems or is GitHub not updated? Just looked. Last commit was 2 hours ago. Yeah, GitHub is updated. :(


    If we donate to get access to the dev server, would you be opposed to us distributing it to our friends so we can use it on our server?


    Thanks for all the time and energy you've put in to the mod. I LOVE the new art assets by the way.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    My brother installed the 1.9.4 version and it seemed to take a very long time to bake the models. Then while it was loading them it crashed because it had run out of memory (he said he had allocated 4GB). Just letting you know. The pack only has a dozen or so mods, so I don't think it should be running out of memory. If you want I can try to get a crash log from him.

    Posted in: Minecraft Mods
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    posted a message on Catwalks 3

    Somehow, somewhere, the stairs are making the game crash. I've decided to stop supporting 1.8 and focus on 1.9, so unfortunately you'll have to either remove it or not use the stairs. Unfortunately there isn't any way I know of to hook into the vanilla AI and make them recognize my blocks, so mobs will act funky with them.


    I should get around to removing the 1.8 version from CF. It's super buggy and crashy and I'm not supporting it, so I think no mod is better than really buggy without bug fixes.

    Posted in: WIP Mods
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