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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos

    They seems to work fine for me with the installation you listed:



    Are you sure you have things installed correctly? also, for quicker responses, I suggest joining my discord here: https://discord.gg/medHvkA

    Posted in: WIP Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Javi185»

    Good, I know I'm a heavy but I have another problem, when I use pcedit in a pokemon (example: Raichu) and I put Alola form and I give it to save, it does not change to Alola form, in previous versions it worked but in the new ones it did not , You know how to do it?


    iirc you need to pcedit the species gene instead now, i haven't tested any pcediting of species lately though.
    Quote from Zawsze»

    I have a problem..... When i press Right Click or the button i binded "Use Item/Place Block" button There is this cobble Square Circular thing Helppp


    I have no idea what you are talking about here, that doesn't sound like anything this mod does.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    where are you downloading the mods from? you should only be downloading them from minecraft.curseforge.com

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    the 1.11.2 version might not have had the preload options, I don't remember which version that was added in

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    what version of the mod are you using?

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    currently cannot change zygarde's forms, that is eventually planned, but not implemented.


    Alola forms should spawn wild in relevant biomes

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    To make things "easier" for certain users, I made an all - in - one jar for pokecube.


    It will be located here: https://minecraft.curseforge.com/projects/pokecube-aoi The current release is an "experimental" release as I make sure everything is functional, and I decide on what all to include in it.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from nelk»

    owo I did not notice this error when I was putting the animations, I will send the blender files with the corrections. Sorry for responding late, the internet here is a problem.


    http://www.mediafire.com/file/bhoxzl5tf8rx5c5/Pokecube Models Blender File.rar


    No problem, I understand internet problems, mine was very bad for a few months earlier this year.

    Check your private messages, I sent a question about something.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from nelk»

    I managed to upload the file and there, several corrections of textures, models and animations and some new pokémons.


    http://www.mediafire.com/file/8mj76
    yss80p0by6/Pokecube+Models+New+Update+1.2.rar


    and wanted to leave a problem, the models of Ultra Sun and Moon UBs are not being registered in the mod, I tried several times and it was not :\


    Got the issue with the new UBs fixed, but I did notice one issue with several of the models:



    Several of the parts have their normal reversed. This can be fixed as follows:

    Select the errored section in edit mode:


    Then select Shading/UVs (equivalent in your blender), then click recalculate (or equivalent button to the red circled one).

    This changes the shading to look like this:


    If you don't do this to those parts, the models end up like this ingame:



    Whenever you send the blend file, I have been making these fixes myself, but when you just send the x3d + xml (which I prefer to get, as then I don't need to try to animate it, my animations are not anywhere near as good as yours), then I can't as easily make these fixes.
    Posted in: Minecraft Mods
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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos

    in the latest versions the device linker is used to make the elevators, you right click one corner, and shift right click the other corner

    Posted in: WIP Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from nelk»

    I managed to upload the file and there, several corrections of textures, models and animations and some new pokémons.


    http://www.mediafire.com/file/8mj76
    yss80p0by6/Pokecube+Models+New+Update+1.2.rar


    and wanted to leave a problem, the models of Ultra Sun and Moon UBs are not being registered in the mod, I tried several times and it was not :\


    Thanks, I will look into the US/UM issue, I suspect those ones might not be fully added to the database yet.
    Quote from JaigoL»

    Hi, is there any command to spawn a form like Arceus fire type or something like that?


    You can probably do it with /pokemake arceusfire, though might not stay as fire type if he isn't holding a fire badge. In his case, it is probably best to just get a normal arceus, then hand it the fire badge.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    You make one by placing lots of furnaces, droppers, hoppers, etc around. I normally just use furnaces

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    was your pokemob set to guard mode? if so, then unless you specifically whitelist the golems in configs, it will attack them. INpcs are internally whitelisted, which is why they don't normally agress the villagers directly.


    What your pokemob does is probably considered as your fault, as they do internally recognise that you are the owner, similar to wolves, and the way the damage code is done, you are linked to their damage (this allows things like customNPCs to credit you for the kills done by your pokemobs)

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    I added link to the pokecube discord on the OP of this thread.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from cjstart»

    Ok, lots of questions here while I'm trying to get this to work. (tears of sadness at Pixelmon's discontinuation), so please bear with me. I'm not very good at all this.

    First question: do you need the sound/texture pack to get the mod to work? I assume this is yes seeing as the only starter I seem able to choose is MissingNo.

    Second question: can someone provide a link to an up to date (1.12.2) version of the sound/texture pack since I seem to be having trouble finding one.

    Third: can I get step by step installation instructions because the one I found that did display as being for 1.12.2 wouldn't load up like a normal resource pack and I didn't understand the instructions they gave.



    I suggest following the "How to install" option here: https://minecraft.curseforge.com/projects/pokecube-pack

    Pokecube consists of a few seperate jars:
    Pokecube Core, which provides the main code for pokemobs to function.
    Pokecube Revival, which provides trainers, and a few extra useful blocks, as well as a whole lot of cross mod compatiblity.
    ThutCore which is some helpful code for making misc things work
    And Pokecube Mobs, which actually adds the pokemobs.

    The only one of those mods which is actually related to pokemon at all is the last one.

    Currently I don't have good enough internet to upload all of them in a single jar, anything too much over 10MB fails a bunch, which Pokecube Mobs is already over. There is a resourcepack for higher quality sounds for the mobs on curseforge as well

    Posted in: Minecraft Mods
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