• 0

    posted a message on Development of "plugins" using command blocks in vanilla Minecraft
    These are actually really useful! One question, though-- what's your opinion on these being used in adventure maps?
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on What about Muskets? (Realistic, Balanced, SMP friendly) 130+ Supporters!
    The only thing that really gets me is the complexity. I mean, I understand that guns in general are far more complex than bows and swords, but it just doesn't quite feel like vanilla minecraft if the combat system is made too complex. I also find the head shot system kind of strange, as much sense as it makes, simply because of slimes and magma cubes (which are all head) and because of the enderdragon (which, as far as I know, has no hitbox on its head or neck). The slimes would be killed instantly, but it would be a bit annoying if someone's trying to use custom-sized slimes that have a large amount of health.
    Posted in: Suggestions
  • 0

    posted a message on HI-REZ Original Hand-Painted Texture Pack Sn0wZ0ne version 1.99c is FINALLY here!!!!!
    This is amazing! It must have taken you a pretty long time to paint this. I admire your dedication. :o
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Reedcraft- Adding More Functionality to Sugarcane
    Quote from Cheeyev»

    Now I see it, and no problem, and okay then, and thanks. And could I use it in my modpack as well?

    Okay, go ahead! It's nice hearing that someone appreciates the mod enough to ask that. :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Reedcraft- Adding More Functionality to Sugarcane
    Quote from Cheeyev»
    It seems like a good mod, but maybe you could add the file to Curse so people can download it there, add adfly links as an option for those who are generous, add support for mods, Sugar Cane Trees, Splash Potion for Herbal Mush, etc. Also, what's your stance on modpacks?

    The file is on curse. Are you not seeing it? If so, I can re-upload. Also, my opinion on modpacks is under the legal/downloads section. I'll try to outline it more clearly.

    Nice suggestions, by the way! I'm thinking of adding Thaumcraft 4 support, along with some possible TConstruct stuff. The splash potion for herbal mush might be a bit overpowered considering that it withers, slows, and nauseates the target, but I may add a watered-down version of it. And as for sugarcane trees, I'll definitely consider it. Not quite sure how it fits in, but I may add something similar in order to ease sugarcane farming.

    I really value your input. Thanks again for the suggestions! If my English wasn't perfect, feel free to correct me on it. I'm a sloppy typer. ^_^
    Posted in: Minecraft Mods
  • 0

    posted a message on Reedcraft- Adding More Functionality to Sugarcane
    Update- Reedcraft 1.0.1

    • Tweaks item lore, changes durabilities on spears, removes pre-enchantment on gold spear.

    • Slight change to the potion effect durations caused by the herbal mush.

    • Bugfix-- textures now load properly
    Posted in: Minecraft Mods
  • 0

    posted a message on What about Muskets? (Realistic, Balanced, SMP friendly) 130+ Supporters!
    Eeh, partial support. I like the idea and the way you're going with it, but it seems more like mod content than something that should be in vanilla.
    Posted in: Suggestions
  • 1

    posted a message on Tools Done Right 1.1.4 (Not Like Your Usual Tools Mod!)
    Wow, nice mod! I especially like the ideas behind the End tools. Keep up the good work!
    Posted in: Minecraft Mods
  • 0

    posted a message on Reedcraft- Adding More Functionality to Sugarcane
    Quote from Anon10W1z»
    Gold spear shouldn't be pre-enchanted. Other than that, nice work.

    Thanks for the feedback and the quick reply! I'll take that into consideration.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reedcraft- Adding More Functionality to Sugarcane

    Reedcraft

    A mod by ThoughtPolice, aka twinbird_98.

    Have you ever felt a little bit sad that sugarcane doesn't have much of a use outside of cake-making or bookbinding? Are you running a sugarcane farm so efficient that your surplus sugar could drown a small elephant? Are you, like me, a sugarcane fanatic? If you answered "yes" or "maybe" to any of these questions, then this mod might be for you. The eventual goal of Reedcraft is to make sugarcane a useful early- to mid-game crop while keeping in touch with the vanilla texturing style and quirky magical theme of Minecraft. In its current state, Reedcraft adds two different weapon types (each with their own tier system), one alternative crafting recipe, and one food. It was designed for Minecraft Forge 1.7.10, and will most likely work best with versions 10.13.1232 and on. Interested? Take a look below. Bear in mind that this is a "first mod," and it might have a few issues. Just tell me and I'll try to get them fixed. I am also open to suggestions if they're not totally inane.


    If you feel like the mod could be more balanced or well-made, tell me how and I will try to act accordingly!

    Items and Crafting




    Reedcraft adds 16 different items in total-- 9 weapons, 4 utility items, 1 food item, and 2 crafting items.
    Weapons will be first on the list of things we'll talk about, being the most numerous of the items and the most fleshed-out. The two different kinds of weapon are spears and staves. Look at the spoilers below for information on each kind.

    Spears:

    Basic Information:
    The spears in Reedcraft follow a similar tier system to that of vanilla Minecraft's swords, with a steady progression through the various materials until you hit diamond. However, there is one small change-- The wood tier has been replaced with flint, which actually does a good amount of damage but breaks quite easily.

    Crafting:
    Spears, with the exception of flint, have much higher durability than their sword counterparts, and are generally more enchantable. They are, however, quite annoying to craft. Better get out your bow and go hunting for slimes, because these spears require two leads per recipe. A sample Recipe is shown below.




    Staves:

    Basic Information:
    The staves in Reedcraft are far more complex than the spears. They require a pre-crafted staff core, which cannot be used as a weapon, and each subsequent tier requires the previous tier to make. While the final tier of staff may not be so difficult to create in terms of the crafting recipe, you must proceed through all three other tiers to get it. However, this daunting task is quite worth it: in its final iteration, your staff will have a multitude of magical effects that augment its mediocre melee damage into a force to be reckoned with.

    Crafting:
    The crafting for the staves is incredibly convoluted, and you would definitely be better off using a mod like NEI (Not Enough Items) to check out the recipe. You can find the thread for that mod here. Note that I am in no way affiliated with the creator of Not Enough Items, and I'm not responsible if you're having problems with it. Take it up with ChickenBones, not me. I stress again: it is not my mod.

    Staff Effects:
    First Tier (Leather Bound):
    • Attack damage of a wooden sword, with better durability and enchantability.
    • Nice, smooth grip. Unfortunately, it's not a real tactile experience.
    Second Tier (Herb Stuffed, Polished):
    • The mystical herbs slathered on it and stuffed into it will wither your enemies away.
    • Enemies will slow in pace as the nauseating effect of the poison starts to sink in.
    • The staff texture is really shiny now.
    Third Tier (Gold-Bossed):
    • All the effects of the previous tier.
    • Increased attack damage (equivalent to that of an iron sword).
    • The increased magical conductance of this staff allows you to leech the life of your foes and regenerate on every hit!

    Food Item:

    There's one food item, the Herbal Mush, which is used to craft the second tier of staff. It heals only a tiny amount of hunger and inflicts all the effects that you would get from being hit by a tier 2 staff, but it is technically edible. You'd have to be absolutely crazy to eat it, though. It occasionally makes whimpering noises, and is crafted like this:




    Utility Items:

    The most recent version of Reedcraft adds new magical utility items: Scrolls! There are currently four scrolls, each with a loosely elemental ability that is activated upon right clicking. There's also a basic scroll--the only craftable scroll, currently--which will be discussed in the next session. For now, let's look at the other four. Bear in mind that all scrolls have 16 uses.

    Scroll of the Frozen Tide:

    This water-based scroll can be found in Jungle Temple chests. If you're drowning, you can open this scroll to replenish your air.



    Scroll of Greedy Embers:

    This scroll can be found in Desert Temple chests. If you're on fire, right click with this scroll to put yourself out.



    Scroll of the Sylvan Philosopher:

    This scroll can be found in Dungeon Chests. Each right click of this scroll will give you a little bit of experience.



    Scroll of Silken Wings:

    This scroll can be found in Abandoned Mineshafts. When you right click with this scroll, you will be propelled quickly in the direction you're looking. Hold down right-click to fly, albeit clumsily. Be careful, though: if you don't land carefully, you will still take a bit of fall damage upon landing.





    Crafting Items and New Recipe:

    Crafting Items:
    There are currently two basic materials in this mod, the gold-plated reed being the first. It is crafted by surrounding a reed with eight gold nuggets, and its only purpose is to help in the crafting recipe for a tier 3 staff. The other basic material is the scroll. You will be able to write on it eventually, but until then, it is simply a repair item for the other scrolls mentioned above. You can craft it with wood planks in the corners of the crafting grid, three sheets of paper down the middle, and sticks in the remaining areas to the sides.

    New Vanilla Recipe:
    This new recipe is really just something that should have been in vanilla all along-- eight reeds, in the traditional hollow formation, will form a chest.

    Download(s), Legal Stuff, and More!


    There is no spoiler here. Happy? Good, So am I.

    As far as legal stuff goes, I basically just have to say that this mod is the property of the modder (twinbird_98 or ThoughtPolice), and that no third party is allowed to re-distribute it without crediting the modder for its creation, claim it as their own, or otherwise attempt to say that it is their intellectual property.


    Modpack Policy

    In terms of modpacks, knock yourself out as long as you're not making money from it. Just PM me first and remember to link back to this post!


    The Actual Downloads

    There are three downloads at the moment, all managed by Curseforge. You can either click the link or the title of this section to be redirected there.
    Posted in: Minecraft Mods
  • 0

    posted a message on Abyssal Squid
    Partial Support.

    I'm a huge fan of the idea, and the mob seems very creative. However, I think that it would be better if it had better drops (e.g. Whale Bones like rommn suggested) and it never left the depths of the ocean, so that it would only attack players actually looking for something valuable at the bottom of the ocean. This would allow the more peaceful Minecraft players to traverse ocean biomes safely and without trouble.
    Posted in: Suggestions
  • 0

    posted a message on Coding to make an item stay within the inventory?
    Quote from coolAlias

    An easy way to do this that wouldn't inconvenience the player with an unusable slot would be to create a custom inventory slot stored in IExtendedEntityProperties, but then you'd need to bind a key to open your custom inventory screen. See this tutorial for an example of what I mean.

    Otherwise, you'll either need to do some base edits or find a way to intercept every mouse click to prevent it from moving your item unless your specific machine Gui or whatever was open.


    Quote from Mizore_Shirayuki

    One easy way to do it would be to set the item's default despawn time to 0 so that it instantly despawns when lost. Then use an event handler and an ItemExpireEvent to check if the item despawned, and if it did then to spawn one of the item back in the player's inventory.
    Here's a pretty good tutorial on Events if you aren't familiar with them yet.


    Thank you both! This really helps!
    Posted in: Modification Development
  • 0

    posted a message on Coding to make an item stay within the inventory?
    Alright--I've been creating a mod that is based around a single item that could cause some serious problems in the beginning of the game if lost or left out of the inventory. I've been thinking of making the item either un-droppable or simply immovable until the player crafts the machine with the ability to clear it from their inventory and subsequently activate itself.I suppose I could make the machine check for an item in the inventory before continuing activation, but I've been having trouble with that as well. Any help would be greatly appreciated!This is my first non-commenting post on the forums, so if I did something wrong, please tell me.Thanks! :D
    Posted in: Modification Development
  • To post a comment, please or register a new account.