I have a question. How does power affect these potion effects? For eg, will Climbing II climb faster?
Hey, some are affected by level, and some are not. Climbing is not affected (you always climb the same speed as a ladder). If you look at the potions in the creative menu, if there is a level 2 potion there, it has some effect.
This map was pretty neat! Can't wait for the full release!
One complaint is that there isn't enough slimes spawning to keep my lantern fueled throughout the mine level. I found myself bumping in the dark halfway through. Also, I found that there was barely any use for the coins. Perhaps there will be more stuff to buy in the future, but my food meter never drained throughout the map.
Hey, thanks for the comments!
Yeah, I had set it up so you get an occasional saturation effect tick, but mojang changed how food/saturation works, so it ended up being way too strong.
Indeed there will be more things to buy later. Hmm also, perhaps a shop selling lantern fuel would be useful.
Can this mod be safely uninstalled after making a map without breaking things? (except tiny spawner which WILL break) also are you looking forward to update this mod for 1.13?
Hey,
Yes, exactly. It is safe to uninstall unless you used tiny spawners (which are mostly meant for modpacks with structure mods that don't work with entities).
It couldn't hurt to keep a backup of the world before you remove it, though, if you had any spawner, villager, or potions saved in the items from the mod.
This has been a pleasure to work with so far, I'm not sure I've ever seen a more user-friendly and fleshed out editor for any of these tools you've included(which I should add, I'd normally have to download an individual mod for each tool you've made). So, thanks again for this.
Quick suggestion - lore text and all sorts of cool stuff like that is possible, but I haven't seen anything letting me change the color/format of said text, which would really be cool. Another mod at one point allowed this by adding a button that placed "§" symbols in text boxes for you. I'd be great for adding more flavor to item names, mob names, lore text, container names, and so forth.
Hmm, not a bad idea with the sectional symbol. I was trying to think of a good way to do that earlier, but couldn't come up with anything as good as that. =)
According to this, it seems like that we can identify material used for reforge by data of the items. As an example, you wrote this
{
"tool": {
"item": "baubles:ring"
},
"material": {
"comment": "reforge the baubles miner ring with Lapis Lazuli",
"item": "dye",
"meta": 4
}
}
Howaver, it doesn't work for me. As the tool is not reforged, I changed "dye" to "minecraft:dye". Then, The tool could be reforged with any items with "minecraft:dye" regardless of their data. (other items such as Ross Red can be the material...)
This occurs same in other items including mod items. (such as ic2)
Is there any way to solve this issue?
Anyway, thank you for making this cool mod!
Edit: the version is for 1.10.2
Oh hey, someone just found that bug in the 1.12 version. I have fixed it in that version already, but haven't backported it yet.
You can work around the bug by giving it an empty nbt tag for now, which will make it see the metadata.
I really like to play with this mod, but after not that much time, I uninstalled it.
The reason is because I can't stand it anymore, that literally everything turns into a "giant cave".
Once, in very early in the game, I hide in a 3*3*3 room at night, and start dig down a VERY-VERY LONG stairway, and run into an underground ravine.
Than the sounds get the echo-effect, and it sounds cool. BUT! I go back up to my 3*3*3 (like I said it is a VERY LONG way) and the echo-effect don't stop. I go outside from my home to the surface, the echo immediatly stoped, but when I go back in, the echo come back.
But not just this. I played with the "Ruins" mod, and go into one that has no roof at all, all the walls filled with holes like a cheese, and that echo-effect started and that just SO UNREALISTIC. And there are tons of "bugs" like this, always that "cave-effect-echo" that is palyed in totally unrealistic places.
Once I clear a land on the surface, nothing around me, just flat land, but that echo-effect just started.
That was the second I immediatly quit the game and deleted the mod. It is very annoying.
I hope you can fix it.
Hey, sadly I can only make the mod so realistic, since I want to keep the mod running fast and lag-free. You can try increasing the number of blocks the reverb checks through in the config file.
I do have a check to reduce/eliminate reverb if you are in an open flat area, but if there are walls, specifically areas near your position that aren't open to the sky (like in a surface ravine), it will apply some reverb. The land on the surface where you were getting echo was probably hills made of a stone-like material, right?
A few significant things have changed, most notably I removed the custom potion and used the vanilla potion instead so the mod can be compatible with other mods like Extra Alchemy. Also, I removed the reach attribute and used the new forge one, and fixed it to work with entities.
Enjoy the update, and let me know if you find any bugs. =)
This little mod has some useful tools for map/modpack makers, including:
Villager Trade Editor
Which, as you would imagine, lets you edit villager trades.
Spawner Editor
Lets you edit a spawner's stats, and change which mobs it can spawn with spawn eggs.
You can place up to 9 spawn eggs in the top left, which are mobs the spawner will randomly choose between:
You can then us the spawner editor item to place down more of the last spawner edited (since vanilla doesn't let you ctrl + middle click the spawner to get a spawner with nbt data... ):
Spawn Egg Maker
Creates a spawn egg from a mob, useful with the spawner editor above.
Potion Maker
Makes potions with any custom effects and color.
Should work with modded potions too! Sadly the vanilla saturation effect is still borked in potions (but works in the potion arrows strangely...)
Item Editor
Edits many things about items, like lore, enchantments, attributes, color (for leather armor and such), and other stats... this one does a lot.
Say you want to make a nice pair of boots like these:
Well it's actually not too hard with this item editor. Just grab a pair of leather boots, and edit the name and lore:
Then perhaps make them Unbreakable and give them a color:
(The hide flags is to hide enchantments, attributes and such, and the last two are for adventure mode block breaking/placing)
Then maybe give them an enchantment or two:
And finally customize the item attributes:
Entity Editor
Edits many things about entities, like name, equipment, attributes, and other stats. This one also does a lot.
Say to want to edit several stats about an entity:
If your entity is a living mob, you can also edit more things like:
Also a convenient way to edit the mob's equipped armor and held items, as well as their drop chances (from 0-1, with 2 meaning it will drop the exact item without trying to randomize the durability):
And finally a way to edit the mob's base stats, like max heath and speed:
Fight Starter
Lets you start a fight between two mobs (Like the boss spawners from chocolate quest did).
Like making two shulkers fight each other... hehe
Entity Stacker
Make entities ride other entities... much fun to be had with this one =)
NBT Checker
Copies item, mob, and tile entity NBT tags so you can use them in commands and loot tables.
No more manually copying output from /blockdata and /entitydata commands... =P
Tiny Spawner Maker
Turns a mob into a Tiny Spawner, which will turn back into that mob when a survival/adventure player gets near.
Mostly in case you have a structure mod that supports blocks but not entities
Just download this as a regular forge mod!
All of these items only work if you are in creative mode and opped. If you have suggestions for more gadgets, feel free to suggest! Also let me know if you find bugs.
Don't ask why the mod has a purple theme... I just made the first few items like that and went with it. XD
Yes you can use this in modpacks! That's what this is for. XD
I was wondering if there is any config change that will make this mod affect the music from OpenFM mod. by default this mod does not apply any filter to the sound coming from the OpenFM block.
Hmm, I don't know anything about the OpenFM mod, but that probably means the OpenFM block is playing the music without a position, and no attenuation (getting quieter farther away). In that case, it sadly wouldn't make sense for filters to apply to it, since there is no position.
0
Hey, some are affected by level, and some are not. Climbing is not affected (you always climb the same speed as a ladder). If you look at the potions in the creative menu, if there is a level 2 potion there, it has some effect.
1
I'm actually waiting for 1.13 to come out, since it has some features I want to use.
0
Hey, thanks for the comments!
Yeah, I had set it up so you get an occasional saturation effect tick, but mojang changed how food/saturation works, so it ended up being way too strong.
Indeed there will be more things to buy later. Hmm also, perhaps a shop selling lantern fuel would be useful.
0
Hey,
Yes, exactly. It is safe to uninstall unless you used tiny spawners (which are mostly meant for modpacks with structure mods that don't work with entities).
It couldn't hurt to keep a backup of the world before you remove it, though, if you had any spawner, villager, or potions saved in the items from the mod.
0
Hey, yeah. You can add another line in the config file's "Specific block reverb" section like
barrier-16-1.0
That will make barriers neutral to reverb.
0
You're not talking about music choices anymore, are you?
0
Hmm, not a bad idea with the sectional symbol. I was trying to think of a good way to do that earlier, but couldn't come up with anything as good as that. =)
0
Oh hey, someone just found that bug in the 1.12 version. I have fixed it in that version already, but haven't backported it yet.
You can work around the bug by giving it an empty nbt tag for now, which will make it see the metadata.
0
Hey, sadly I can only make the mod so realistic, since I want to keep the mod running fast and lag-free. You can try increasing the number of blocks the reverb checks through in the config file.
I do have a check to reduce/eliminate reverb if you are in an open flat area, but if there are walls, specifically areas near your position that aren't open to the sky (like in a surface ravine), it will apply some reverb. The land on the surface where you were getting echo was probably hills made of a stone-like material, right?
1
Hey people! The mod has been updated to 1.12.2!
0
Hey people!
I've uploaded a new version of the mod, which fixes it not loading in 1.12 and 1.12.1. Nothing else has changed.
Let me know if you find any bugs!
1
Hey people!
The mod has been updated to 1.12.2!
A few significant things have changed, most notably I removed the custom potion and used the vanilla potion instead so the mod can be compatible with other mods like Extra Alchemy. Also, I removed the reach attribute and used the new forge one, and fixed it to work with entities.
Enjoy the update, and let me know if you find any bugs. =)
0
I hope it will!
I was partially inspired to make this mod seeing your need for a villager trade editor in the challenge games.
2
Hey people!
This little mod has some useful tools for map/modpack makers, including:
Villager Trade Editor
Which, as you would imagine, lets you edit villager trades.
Spawner Editor
Lets you edit a spawner's stats, and change which mobs it can spawn with spawn eggs.
You can place up to 9 spawn eggs in the top left, which are mobs the spawner will randomly choose between:
You can then us the spawner editor item to place down more of the last spawner edited (since vanilla doesn't let you ctrl + middle click the spawner to get a spawner with nbt data... ):
Spawn Egg Maker
Creates a spawn egg from a mob, useful with the spawner editor above.
Potion Maker
Makes potions with any custom effects and color.
Should work with modded potions too! Sadly the vanilla saturation effect is still borked in potions (but works in the potion arrows strangely...)
Item Editor
Edits many things about items, like lore, enchantments, attributes, color (for leather armor and such), and other stats... this one does a lot.
Say you want to make a nice pair of boots like these:
Well it's actually not too hard with this item editor. Just grab a pair of leather boots, and edit the name and lore:
Then perhaps make them Unbreakable and give them a color:
(The hide flags is to hide enchantments, attributes and such, and the last two are for adventure mode block breaking/placing)
Then maybe give them an enchantment or two:
And finally customize the item attributes:
Entity Editor
Edits many things about entities, like name, equipment, attributes, and other stats. This one also does a lot.
Say to want to edit several stats about an entity:
If your entity is a living mob, you can also edit more things like:
Also a convenient way to edit the mob's equipped armor and held items, as well as their drop chances (from 0-1, with 2 meaning it will drop the exact item without trying to randomize the durability):
And finally a way to edit the mob's base stats, like max heath and speed:
Fight Starter
Lets you start a fight between two mobs (Like the boss spawners from chocolate quest did).
Like making two shulkers fight each other... hehe
Entity Stacker
Make entities ride other entities... much fun to be had with this one =)
NBT Checker
Copies item, mob, and tile entity NBT tags so you can use them in commands and loot tables.
No more manually copying output from /blockdata and /entitydata commands... =P
Tiny Spawner Maker
Turns a mob into a Tiny Spawner, which will turn back into that mob when a survival/adventure player gets near.
Mostly in case you have a structure mod that supports blocks but not entities
Just download this as a regular forge mod!
All of these items only work if you are in creative mode and opped. If you have suggestions for more gadgets, feel free to suggest! Also let me know if you find bugs.
Don't ask why the mod has a purple theme... I just made the first few items like that and went with it. XD
Yes you can use this in modpacks! That's what this is for. XD
0
Hmm, I don't know anything about the OpenFM mod, but that probably means the OpenFM block is playing the music without a position, and no attenuation (getting quieter farther away). In that case, it sadly wouldn't make sense for filters to apply to it, since there is no position.