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    posted a message on [1.7.10 - 1.16.1]Sildur's shaders [PC/MAC/INTEL] Sildur's fabulous shaders v1.0! (June 28, 2020)

    Thank you for the reply Sildur. This shader is my all time favorite because it's so practical. It's so pleasing to the eye while maintaining my fps at 100+, giving me a higher fps threshold for my mods.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.16.1]Sildur's shaders [PC/MAC/INTEL] Sildur's fabulous shaders v1.0! (June 28, 2020)

    I'm having some issues with reflections. They use to work then someday they just stopped working. Reflections are happening on everything that's now water, and also top right corner of the screen.



    This is happening on minecraft 1.12.2. Only optifine is installed.

    Posted in: Minecraft Mods
  • 0

    posted a message on Failing to change the "digging in progress" sound effect

    Hello


    I have looked at the json, and many youtube videos, but apparently no one cares to change the sound that happens when you press and hold left click on a block to try and dig it. I can change the sounds when placed, and when broken, but the digging in progress sound is not even mentioned anywhere. Even after changing 100% of the sounds in the minecraft sound folder, the digging sound still retain it's vanilla sound. Does anyone know how to change it? I'm trying to make a metal block sound metallic when trying to dig it.

    Posted in: Resource Pack Help
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    I finally solved it yesterday. For anyone interested:


    #loader contenttweaker
    
    import mods.contenttweaker.VanillaFactory;
    import mods.contenttweaker.Block;
    import mods.contenttweaker.AxisAlignedBB;
    
    var myBlock = VanillaFactory.createBlock("my_block", <blockmaterial:iron>);
        myBlock.setAxisAlignedBB(AxisAlignedBB.create(0.0d, 0.0d, 0.0d, 1.0d, 0.5d, 1.0d));
        myBlock.register();

    This will pretty much create a slab since I adjusted (0.0d, 0.0d, 0.0d, 1.0d, 1.0d, 1.0d) to (0.0d, 0.0d, 0.0d, 1.0d, 0.5d, 1.0d)

    Posted in: Mods Discussion
  • 0

    posted a message on Ancient Warfare 2

    Bravo guys


    Those structures are amazing! The castles are super, the pirate bases and ships are ridiculous. I spent about 3 hour just flying around and triggering the mobs to spawn. This is so good.


    I have an idea:


    What if you created tittles? I could be just "Zergmazter The Peasant", then complete a few quests and have the duke I completed quests for name me "Lord/Lady Zergmazter"


    Eventually I could become "Duke/Duchess Zergmazter", and finally "King/Queen Zergmazter"


    This is how you could get them:


    Key:

    Quests=Q

    Land=L (Castles)

    Alliance=A


    -Peasant = Starter

    -Night =Qx1

    -Baron/Barones=Qx2

    -Lord/Lady = Qx3

    -Duke/Duchess = Qx6+Lx1

    -King/Queen = Qx12+Lx3+Ax1 (Quests_x12---Castles_x3---Alliances_x1)


    I dont know something along those lines. What defines having a "castle"? What defines having an "alliance"? Would be cool if we could ally factions.


    Anyways cool mod you got there.

    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0

    I has been updated to 1.12.2!!! What a shock!

    Posted in: Minecraft Mods
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    Either way it doesnt matter. The game works different than the version i'm used to 1.7.10. This will not work as I intended.

    Posted in: Mods Discussion
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    Already did and that's why I'm here. No one has specific examples about this.

    Posted in: Mods Discussion
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    I've tried:

    (0D, 0D, 0D, 1D, 0.5D, 1D);
    (D0, D0, D0, D1, D0.5, D1);
    (0, 0, 0, 1, 0.5, 1);
    (min0, min0, min0, max1, max0.5, max1);
    (min(0), min(0), min(0), max(1), max(0.5), max(1));
    (min 0, min 0, min 0, max 1, max 0.5, max 1);
    (min (0), min (0), min (0), max (1), max (0.5), max (1));
    (min0D, min0D, min0D, max1D, max0.5D, max1D);
    (min 0D, min 0D, min 0D, max 1D, max 0.5D, max 1D);
    (min D0, min D0, min D0, max D1, max D0.5, max D1);


    Nothing seems to work. I cant adjust the blocks bounding box.

    Posted in: Mods Discussion
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    Ok forget about that. I imagine it would be too complex for most people. I realize due to the lack of youtube tutorials.


    This instead is a simpler one but I can't get to change the blocks bounding box:


    #loader contenttweaker
    import mods.contenttweaker.VanillaFactory;

    import mods.contenttweaker.Block;


    var hotIronBlock = VanillaFactory.createBlock("hot_iron_block", <blockmaterial:iron>);
    hotIronBlock.setAxisAlignedBB(0, 0, 0, 1, 0.5, 1);
    hotIronBlock.register();


    I'm just trying to make a darn slab for practice. The next step is making my custom block manipulating the bounding boxes.


    Does anyone know how to do this?My error says the method is found but its not matching the (int, int, int, int, int, int). I dont get it

    Posted in: Mods Discussion
  • 0

    posted a message on ContentTweaker script (Block Bounding Box)

    So far all my research has yielded this but I find no real life examples to guide me. I'm not a programmer so please dont shoot me for my efforts:


    import crafttweaker.events.IEventManager;
    import crafttweaker.block.IBlock;
    import crafttweaker.world.IWorld;
    import crafttweaker.world.IBlockPos;


    events.onRightClick(function(event as crafttweaker.event.PlayerInteractBlockEvent){
    useItem
    });


    <minecraft:TestItem>.stack.asBlock(TestBlock).worldObj.getBlock(int x, int y, int z);


    I have no idea how to assemble this piece of code.


    NOTE: It has to be item=block. I know a block can place my block, but my item is a yield from a TC casting recipe.


    Also this doesnt feel right. This looks a lot like I'm making a mod. Maybe I'm using code intended for devs using CT as a library?

    Posted in: Mods Discussion
  • 0

    posted a message on Harder Wood (Dead)

    I have a folder with all the textured I modified using Kitsus ForgeCraft textures. I asked the owner for permission.

    Posted in: WIP Mods
  • 0

    posted a message on Harder Wood (Dead)

    1.7.10 is too old, too few ppl play it, and I don't feel it's even worth it to keep on going as a result. I stopped doing research to learn how to code certain things in java once I looked at the 1.12.2 code. It's WAY different and I would have needed to re-code everything from scratch to port it to 1.12.2. Now 1.13 changes the code a butt load as well.


    I also started out with mcreator 1.7.10 and learned how the mc code worked, then started my own version of the mod in eclipse. 1.7.10 is not supported by forge anymore. There are very few ppl able to help and they are either too busy or not interested in 1.7.10 code any longer. It's understandable, since the code is so different on 1.12.2+


    It's dead...

    I killed the project, buried it, and deleted it. RIP

    I do have a folder with all the textures I modified from the Kitsu's ForgeCraft mod. I had asked him for permission.

    Posted in: WIP Mods
  • 0

    posted a message on Finally upgraded from 1.7.10 to 1.12.2

    For the longest time I stuck to 1.7.10 because of a few niche mods, and that was the biggest mistake of my life. 1.12.2 is a galaxy away from 1.7.10. I experienced increased fps with almost the same amount of mods and a smoother world generation. What use to be a 15-25 FPS gameplay is now 40-80! There are also so many good newer mods that quite frankly drown out the few very good mods that never updated past 1.7.10 such as witchery.


    One thing I noticed though, modding is a bit more complex. I was trying to develop for 1.7.10, but now I have to relearn how I did everything. I can't even make a 1 block mod atm lol. It was worth it though. I see the blockstate thing in the code. Maybe it will be easier once learned. To all you still on 1.7.10 don't lag behind anymore. It's not worth it. There is so much more to gain than to lose. I was shocked at mods such as weather2. It really has been built upon what it once was on 1.7.10. It was truly a beautiful scene.


    Move on!

    Posted in: Discussion
  • 0

    posted a message on Harder Clay (Dead)

    1.13 finally did it for me. I will move on to 1.12.2+, and I will keep modding in those versions.

    Posted in: WIP Mods
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