• 2

    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)

    Hey guys, the 1.15 update was sooo much easier...


    Enjoy! =)

    Posted in: Minecraft Mods
  • 1

    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)

    Hey guys! Good news! I was able to get sound filters working in 1.14!


    Let me know if you find any issues, and enjoy the mod!

    Posted in: Minecraft Mods
  • 0

    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)

    Hey guys, I uploaded a fix for the NullPointerException that people are getting occasionally.


    Unfortunately, still working on the 1.14 version 😬. The sound system code changed completely, and I'm having issues getting it to work properly.

    Posted in: Minecraft Mods
  • 0

    posted a message on Quality Tools - Randomized Qualities for your tools, weapons, and armor!
    Quote from spartanmikeg»

    Anyone ever have an issue with a reforging station (quality tools) eating the bottom item, even with no forge button pushing or an item at the top? If I put something in, it won't come out, instead disappearing. If I put multiple in, I can split in half and get back most of the stack, but the last item always *poofs* when I click on it (again, even with nothing at the top).

    I was just trying to reforge a Stone of the Sea with a glowing ingot, but it apparently doesn't use that, and when I went to take it out, it went bye bye. Same with prismarine. Not sure what the Stone takes, but anything I put in with (or without) it didn't come out, lol.

    I just made the forge...am I missing something? I can get the bauble back out without an issue, although it's weird because the bauble is in my inv. but also appears to go into the reforging simultaneously (not sure if that's a bug?), whereas I would think it would just go into the reforge without having any visual in my inventory.


    Hmm, that's pretty strange. I've never seen that happen before. What other mods do you have installed? Maybe another mod you have installed is affecting it somehow.

    Posted in: Minecraft Mods
  • 3

    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)

    Unfortunately the sound system changed a lot in 1.14... I'm still working on the update.

    Posted in: Minecraft Mods
  • 0

    posted a message on Quality Tools - Randomized Qualities for your tools, weapons, and armor!
    Quote from TeetoKaziim»

    Hey, this is a pretty cool mod, and between the wiki and the fairly clear json formatting customizing it has been a joy and relatively a breeze!

    That being said, I have a small question:

    For the colors you can put in the json files to determine the color of the text of the Quality, what are all the valid values?
    The ones I'm sure of are:

    dark_gray

    yellow
    blue
    red

    aqua
    light_purple
    dark_red
    green

    I got green by shot-in-the-dark guessing, but wasn't as lucky with purple. Things and things lead me to suspect that there might be approximately exactly 8 more options, would you care to share?


    Hey! They are the same colors that you would use in the tellraw/title/ect. commands. You can see them listed here: https://minecraft.gamepedia.com/Formatting_codes. Just scroll down to the color codes and look at the Name column.

    Posted in: Minecraft Mods
  • 0

    posted a message on Quality Tools - Randomized Qualities for your tools, weapons, and armor!
    Quote from Bargonzo»

    I've found a crash that occurs with Kitsu's Forgecraft with Quality tools installed. Plan on posting it somewhere for them as well. Occurs with Forgecraft's slayer swords that are spawned in via creative mode specifically when you change to that item to your main hand. The crafted versions don't seem to suffer from it.

    Pastebin for crash log
    https://pastebin.com/YjY0Tepa


    Hey! Looks like the cause was in the other mod. Any luck on that end?

    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from Ahtima»

    I know this is an old thread, I just had a question, is there a way to add a general drop to all entities without having to add them individually?

    I'm just looking for that for a cash mod to add a drop for economy :3


    Yeah, look in the config/Loot++/entity_drops.cfg config file. See it says "<Entity name (any for any)>" in the adding section, so just add an entry with any as the entity name.

    Posted in: Minecraft Mods
  • 1

    posted a message on Additions - Loot++ Update - A mod that lets YOU mod! Add items, blocks, recipes, and many more to the game, without using code!

    Hey people! New version is out! Here is the changelog:

    - Added 3 new effect types: command, loot table at location, loot table in container
    - Added effects for shooting a bow/gun, throwing a throwable, and a projectile hitting its target
    - Added ability to delete addon from the gui
    - Added chinese translation file (Thanks F_thx!)
    - Fixed shaped recipes sometimes not working
    - Fixed background screen for texture success modal
    - Fixed a few other smaller issues

    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!

    Hey guys, the 1.12 update/rewrite of the mod is finally out! https://minecraft.curseforge.com/projects/additions-mod


    It's not fully feature-complete yet (only one block type, and only one effect type), but everything else is completed.

    Posted in: Minecraft Mods
  • 0

    posted a message on Additions - Loot++ Update - A mod that lets YOU mod! Add items, blocks, recipes, and many more to the game, without using code!


    Hey everyone! This is Additions, the mod that lets you add your own content to the game! Do you want to add items to the game but don't know how to code? Or do you want to add some unique content to your modpack? Then this mod is perfect for you!


    This mod lets you add items, blocks, recipes, and many more things to the game, without using code.


    So how does this work, you may ask?


    First thing you want to do is click on the ++ button on the main menu screen!


    If you are using a custom main menu, or the button interferes with a button from another mod, you can move it in the config file. Or remove it entirely, in which case you can still get to the Additions GUI by going to Mods, selecting Additions, and clicking Config.


    Next, click on Create New Addon, and enter an id, name, and select an item as icon for your addon, then click Save


    You can change the name and icon later, but not the Id!


    There you go! You created an addon. Now you can add items, blocks, recipes, creative tabs, effects, and more to it, through the GUI.


    You may have noticed that button with blue text that says Share Your Addon. When you finish creating your addon, click that button to zip it in a form you can upload and share with others. It will lock your addon from changes, but you can unlock it later, of course, when you want to add a new feature. =)


    You can place the addon in the addons/Additions folder or the mods folder (or the addons/lucky_block folder if you have the lucky block mod installed and are making a lucky block addon).


    Videos:


    None yet!


    Download: https://minecraft.curseforge.com/projects/additions-mod


    Also, requires Loot Overhaul: https://minecraft.curseforge.com/projects/loot-overhaul


    This mod is the successor to Loot++ for 1.12, and has taken two and a half years to code so far. It's not feature complete yet... At the moment there is only one type of block and one type of cause and effect you can add. The rest of the mod is complete, though.


    You can definitely use this in modpacks!


    If you have any suggestions, I'd love to hear them! Also, I greatly appreciate any bugs you report. You can post them down below, or come to the discord server if you need help, or just want to chat: https://discord.gg/NSyWDAQ

    Posted in: Minecraft Mods
  • 0

    posted a message on Quality Tools - Randomized Qualities for your tools, weapons, and armor!
    Quote from CREE7EN»

    Hello again,


    today I took some time to remodel the Reforging Station:


    Fully equipped station


    Here is the full album from various angles.


    I don't think this will go well with HD texturepacks because it's quite "detailed" and made to fit with vanilla 16x16 textures.

    If you decide to include it, feel free to do so. Credit isn't necessary, all yours. You can adjust it if you don't like it as is, of course.


    I'm using this with the Resource Loader mod. It's not quite 100% perfect, but I'm happy for now.


    That's all! Just thought I'd give a quick update. :farming247: by Mooshim


    Hey, that's pretty cool! You can make a resource pack with it and upload it to curse. I'll put a link to it in the mod description, so people can download it. =)

    Posted in: Minecraft Mods
  • 0

    posted a message on Just a Few Fish

    small problem, my fish started breeding like rabbits and are getting pushed out of their tank and dying at a very rapid pace. They're repopulating faster than they are dying.... which is kinda beneficial cause I get an infinite food source, but I don't want to be exploiting a bug, so how do I fix?


    That's so weird... do you have any other mods installed? Also are you dropping seeds in the tank? That's the only way they can breed (at least it should be).

    Posted in: Minecraft Mods
  • 1

    posted a message on Quality Tools - Randomized Qualities for your tools, weapons, and armor!
    Quote from Neya»

    Since this mod has been added to the Roguelike Adventures and Dungeons modpack, and that this mod gives a Quality stat to electroblbobs wizardry's items like the wizard armor and the wands. I wanted to add them to the Reforging list. I added their item ID's to the config file but nothing seems to happen. None of the wands don't even go in the upper slot of the station. Am i doing something wrong? Here's the code. Do i have to add each element and tier too?


    [
      {
        "comment": "This file contains custom reforging materials. By default, you can reforge
                    a tool with its repair item (like iron ingots for an iron sword), but some
                    items don't have a repair item, like bows. This adds items to reforge those.
                    It can also add an item for 'any', which will work for any item that can't be
                    reforged otherwise. For more info about how to add materials, visit:
                    https://bitbucket.org/Tmtravlr/qualitytools/wiki/Home",
        "tool": "any",
        "material": {
            "item": "minecraft:nether_star"
        }
      },
      {
        "tool": {
            "item": "minecraft:bow"
        },
        "material": {
            "ore_dict": "plankWood"
        }
      },
      {
        "tool": {
            "item": "minecraft:fishing_rod"
        },
        "material": {
            "ore_dict": "plankWood"
        }
      },
      {
        "tool": {
            "item": "minecraft:wooden_hoe"
        },
        "material": {
            "ore_dict": "plankWood"
        }
      },
      {
        "tool": {
            "item": "minecraft:stone_hoe"
        },
        "material": {
            "ore_dict": "cobblestone"
        }
      },
      {
        "tool": {
            "item": "minecraft:iron_hoe"
        },
        "material": {
            "ore_dict": "ingotIron"
        }
      },
      {
        "tool": {
            "item": "minecraft:shears"
        },
        "material": {
            "ore_dict": "ingotIron"
        }
      },
      {
        "tool": {
            "item": "minecraft:iron_horse_armor"
        },
        "material": {
            "ore_dict": "ingotIron"
        }
      },
      {
        "tool": {
            "item": "minecraft:golden_hoe"
        },
        "material": {
            "ore_dict": "ingotGold"
        }
      },
      {
        "tool": {
            "item": "minecraft:golden_horse_armor"
        },
        "material": {
            "ore_dict": "ingotGold"
        }
      },
      {
        "tool": {
            "item": "minecraft:diamond_hoe"
        },
        "material": {
            "ore_dict": "gemDiamond"
        }
      },
      {
        "tool": {
            "item": "minecraft:diamond_horse_armor"
        },
        "material": {
            "ore_dict": "gemDiamond"
        }
      },
      {
        "tool": {
            "item": "qualitytools:emerald_ring"
        },
        "material": {
            "ore_dict": "gemEmerald"
        }
      },
      {
        "tool": {
            "item": "qualitytools:emerald_amulet"
        },
        "material": {
            "ore_dict": "gemEmerald"
        }
      },
      {
        "tool": {
            "item": "minecraft:totem_of_undying"
        },
        "material": {
            "ore_dict": "gemEmerald"
        }
      },
      {
        "tool": {
            "item": "ebwizardry:magic_wand"
        },
        "material": {
            "ore_dict": "ebwizardry:magic_crystal"
        }
      },
      {
        "tool": {
            "item": "ebwizardry:wizard_hat"
        },
        "material": {
            "ore_dict": "ebwizardry:magic_silk"
        }
      },
       {
        "tool": {
            "item": "ebwizardry:wizard_robe"
        },
        "material": {
            "ore_dict": "ebwizardry:magic_silk"
        }
      },
       {
        "tool": {
            "item": "ebwizardry:wizard_leggings"
        },
        "material": {
            "ore_dict": "ebwizardry:magic_silk"
        }
      },
       {
        "tool": {
            "item": "ebwizardry:wizard_boots"
        },
        "material": {
            "ore_dict": "ebwizardry:magic_silk"
        }
      }
    
    ]


    Oh, I think I see what is wrong. In the places you added the materials, change "ore_dict" to "item". For instance:

    "item": "ebwizardry:magic_crystal"

    The ore_dict is only for ore dictionary entries.


    Also yeah, you'll have to add all the wands and armors separately, since they have different ids.

    Posted in: Minecraft Mods
  • 0

    posted a message on Loot Overhaul - Extends the vanilla loot system with more loot conditions, functions, and types of loot

    Loot Overhaul Title


    This mod adds a lot to the vanilla loot system, including new loot conditions, functions, and loot types.


    Head over to the Loot Overhaul Wiki for a full list of features and some examples of how to use them.


    Just a warning, this mod is complex! If you have questions, ask them below, and hopefully myself or someone else will be able to help, but you may have to figure it out on your own. The wiki is your friend. =)


    You have permission to use this mod in modpacks.


    Download: https://minecraft.curseforge.com/projects/loot-overhaul


    Here are some of the features:


    Block loot tables

    Editing block drops is now as easy as editing loot tables!


    You can replace (or add to with _extra, see below) any block drops using loot tables.


    To replace block drops, use the loot table with the name :blocks/. So you can override vanilla grass (minecraft:grass) drops with the loot table minecraft:blocks/grass. For a modded block, lets say with the id biomesoplenty:mud, it would be biomesoplenty:blocks/mud.


    Block loot table drops can be disabled in the config file (in case it causes issues).


    Additions to loot tables (without replacing them)

    Sometimes when making a custom map, or modpack, you don't want to replace a whole loot table. You just want a way to add a couple items to it. With this mod, you can do that too.


    To add to a loot table, simply create another loot table with the same name as the one you want to add to, with _extra at the end (so adding extras to entities/zombie would be in entities/zombie_extra).


    This feature can be disabled in the config file, or you can blacklist certain loot tables from trying to pull in extras, in case you have a mod that happens to have a loot table ending in _extra.


    Additions to every entity death or block drop table

    The two loot tables minecraft:entities/all and minecraft:blocks/all allow you to add a drop to every entity death loot or block drop, respectively. This would probably be most useful combined with loot conditions, for extremely rare drops and the like.


    Both of those can be disabled in the config file.


    New Loot Types

    Well, kind of. The loot system currently only supports items, so there are 6 items which will have a special effect when they drop: spawning mobs, placing blocks, creating structures, filling an area, running commands, or applying a potion effect. See the wiki for examples of how to use them.


    Loot Conditions

    This mod adds in a fair number of new loot conditions, ranging from biome to moon phase to those entity/global variables mentioned above. See the wiki for more detailed descriptions and some examples.


    Loot Functions

    There are also several new loot functions, with more detail on the wiki.

    Posted in: Minecraft Mods
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