- VapourDrive
- Curse Premium
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Member for 8 years, 8 months, and 3 days
Last active Tue, Nov, 22 2016 09:07:58
- 3 Followers
- 302 Total Posts
- 30 Thanks
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Jan 12, 2014VapourDrive posted a message on FTB and CurseForge: Partners in ModdingHopefully this will be a good change, it will however need to have the support of the *entire* community...Posted in: News
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Oct 22, 2013VapourDrive posted a message on 1.7 Pre-Release: "The Update That Changed the World"Posted in: NewsQuote from smurfofsmurf
I have a question
HOW I AM
SUPPOSED TO
BAN PEOPLE
IF THEY CAN
CHANGE THEIR NAMES?
user name could used for the registration for server info whereas a nickname is given to the player for in game reference.
The caps aren't really necessary though :/. -
Oct 21, 2013VapourDrive posted a message on Snapshot 13w43a is...Wait, What?Posted in: NewsQuote from MattTheTubaGuy
Nice. The roofed forest tress will be a great source of wood without being ridiculously high.
A couple of minor improvements could be made:
2x2 spruce saplings = redwood tree. why haven't they done this yet?
Max render distance = 16 chunks. this really isn't that far. The max render distance should be at least double that for those with computers that can handle it.
16 chunks is far enough once you get farther, the memory grows at an alarming rate and the odds of being able to see what is actually at the edge of the render distance is low.
People are too willing to sacrifice the gameplay value just to say that they set the render all the way and mojang kinda saves us from ourselves. - To post a comment, please login.
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I fixed the issue with the hammers breaking right away when you craft them, unfortunately as a side effect you can no longer change the name while making the tool (how the forge event works). I also removed the recipe that resulted in an item that wasn't passed through the game registry (which should fix some random crashes with other mods such as crafting table IV).
Next (when I get around to it), is finishing the axe, and adding a scythe.
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I don't know why the hammers seem to be breaking on first use, but it's been happening to more people. Will look into.
And I'll be pushing a release that removed the recipe for an unregistered item, it breaks with the crafting table IV mod.
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Yes someone also reported this to me. I changed it so that they A: only generate in the overworld, and B: require at least some physical ground under them.
The problem with what I had was I do a calculation mapping out the terrain roughness and determining if a tree could survive there, because the tree's base is so big, all of the blocks don't *need* to be ground, it can just adapt downward, like I have it. The overworld returns something worthwhile for the top world block, but the aether doesn't because it has areas with nothing. Interesting bug indeed...
1.7.10-0.1.5 has it.
But I did push a fix for this the other day
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You can now disable all of the tools in the mod (disabling a tool will also disable the head component for it)
This was harder than I had hoped it would be. The way the event subscription works is basically a last ditch method of changing the drop of the block and none of the info coming from the regular block methods reflects the changes. For example, the iron block drops iron chunks, and xp, but the block information that gets called will always say no xp, and one fixed drop of itself. Adding in compatibility would create too many edge cases unless I can find a legitimate way of getting it to work. Sorry :/
Anyways in 0.1.4a I have added many config options again and saplings - check the main post for more info!
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I am too busy right now to take on projects outside of the small mods I work on and the work for the Phoenix Team (https://www.patreon.com/Phoenixteam) but I will add in an option to disable the various features of the mod.
Are you using Fortune Ores 1 or 2? and I checked how Demoxin uses the harvest event but I am not sure I can make compatibility with that.
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I do hope to add in the full toolset pretty soon, I am currently trying to tidy things up behind the scenes so that I can implement more config options as I implement new features.
The idea was so that I could put it in a pack that encouraged you to spend more time out in the world instead of either in a mine or in a base. I wanted something that seemed somewhat magical without requiring any sort of crazy magic power systems or whatnot, just sticking to some of the basics that fit vanilla minecraft. I really like Tinkers Construct (why I gave it a shoutout in the original post), but especially with the new ranged weaponry it seems a little much for me. All I ever made was a manyullin hammer, pick and lumber axe.
The word "Magnanimous" means: very generous or forgiving, especially toward a rival or someone less powerful than oneself, free from petty resentfulness or vindictiveness. And some of the synonyms are: noble, chivalrous, altruistic etc. Mainly I like the word and it can be shortened to MagTools and still sound cool.
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Config options for many different tool settings added on v0.1.3 - check the Main Post for details
Any feedback is appreciated
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Overview
If you haven't heard of the mod Tinkers Construct - go play it now! It is an awesome mod that revolutionized some aspects of how tools work. It did however abandon the use of experience so I made a mod that currently adds a small toolset of the second tier tools (hammer, excavator) as well as a sword that does added damage based on the players experience. I wanted something that encouraged players to retain experience so that it has more value as well as a smaller mod to fit in a light pack.
The Tools
Currently there is a sword, a hammer, a pickaxe and an excavator equivalent in but I plan on adding more.
The tools generally mine faster as you gain more experience and some have other buffs for when the player has a certain number of levels.
The Material
I decided to do something different than the average tool mod and added a tree that spawns gems in its core instead of adding yet another ore to the ground gen.
You can dig up through the middle of the tree to find the gems if you want to leave the scenery as it is. You will also need hardened sticks that drop from the leaves of the tree (currently in the place of saplings). The heads of the tools are all made separate from the handle and there is a special custom crafting mechanic. (please utilize nei at the moment for the head and handle recipes)
Tool Crafting
The tool heads need to be attached to the handle in the anvil, each component is made separately and then joined as follows
The other tools follow suit. (you don't need 6 handles, only one will be consumed)
Growing Trees
As of version 0.1.4a I have added in a sapling to grow the trees with. The saplings are a very rare drop from the leaves but due to the large number of leaves per tree you will likely get ~3-6 per tree.
The saplings don't work quite the same as the regular vanilla saplings but there are lots of config options regarding them to help the user decide how they like to run things.
The saplings take longer to grow than regular saplings, they use all 16 metadata for rudimentary age and have a chance to update each tick or with bonemeal.
The saplings by default don't produce trees that spawn with gems in their cores, this can be changed in the config.
Another choice is that you can randomize the chance of a tree spawning with the gems, there is currently a 1/3 chance of that happening if you enable the gem spawn.
There are also options for how many gem logs spawn on average per tree, in its core.
Config Options
I hope to give most things config options
Config options as of 0.1.4a are the following:
For the Future
Download
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Added informative tooltips and chat messages and fixed a bug with the logging.
Will be the last version for a while as I add new things and such.
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Also the vitalized soil spread rate was sped up a bit and made 2D.
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What mods are you using that are on 1.7.2? there are a few major things broken with it, but I will consider this.
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I have spent the day thinking about rf power implementation... not sure how I would make it work. I'll have a check around at how things like the redstone arsenal tools draw power from supplies stored in the players inventory. XP was super easy because the data for the levels in stored in a convenient place in the player's entity info (a convenient function parameter). Also, I find that xp is valuable if it has a use... most mods completely ignore its existence even though it technically can be used as "mana" by mods.
The bulbs I am looking into making configurable individually. The settup I have for the soil block needs to be tweaked some for it to work but I have some ideas. If i get a solid system in place then I would definitely have drop rates and growth rates be configurable per bulb as well as just straight up disabling.
Would it be beneficial for modpack makers to have a blank plant that can be configured by the user? It would mean that the name would be a string in the config, and the textures would be tricky. Making everything else configurable is easy.
For my upcoming work: