I'm using he latest 1.7.10 version of custom npc.
Is there a way to charge a player when they use an NPC that's a transporter?
@AuronFFX If you ignore damage, and your recipe requeires something like a sword, then someone could craft an item using a sword with only one durability point left instead of requiring a pristine sword
Here's a quesiton I have: In the 1.7.10 version of Custom NPC's, is there a way for some recipes to only be craftable on the anvil vs the Carpentry bench, or are they basically considered the same item when it comes to CustomNPC crafting?
Thanks for all your hard work on this project! It's fun to explore and appreciate the terrain.
I'm running the latest version for 1.7.10.
I appologize if this has been covered already but came across an unnatural looking beach formation, and a dungeon in a strange spot.
I'm not sure you are aware of it, but your post comes across as obnoxious.
Please read the post 5 posts above yours for an answer.
Thanks for back-porting to 1.7.10.
Quote from Xzomo
Would it be possible to ad a config file and option to set the gamma at a custom level ?
Quote from KingBrymer
Hey you Guys I have a map im building that has taken me three years once i finish in a few months i will post it here so i would like you guys to see it because it uses this mod!
Now you'll need to upload a cape of your choice to see!
Please see the video guide if you get stuck but the website is pretty simple!
From various users of the posted in our mod
License: This is free software. Permission is granted to use and distribute in unmodified form without restriction. May be included in mod packs.
Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!
1.7 Update (V.10.8)
1.7 Update (V.10.7)
1.9 & 1.10 Update (1.1)
1.8 Update (1.4)
Feel free to try it out, comment and have fun
You can also follow me on twitter and get news on upcoming changes as soon as they happen.https://twitter.com/Monsterfish_ .
I case you are a donator to my work you can also get acces to a auto sync tool to get the apha changes of the textures so you are always a step ahead of the competition
@dogfender fair arguments i might adjust them in the future no gurantees through as they work quite well already
@Husarr2lpl is that issue still happening?
@sauron1973 the issue with the guis is that they need to be textures seperatly the gui doesnt get generated automatically =(
@Synza the hoppers is ne new one =/ can you post a picture of them maybe?
as with the darkoak i might change a few thing to not have them occur naturally anymore but the only reason they are like that is because of the attemt to save metadta in 1.8 via biomes
@Triliton thanks for helping out the people i appreciate it =)
@HyXeRiOn i dont keep older versions of the pack around sorry you probably have more luck by asking the comunity for an older version as in
general i hope you understand my reason for using a "adlinkservice" like adfoc so i can generate some revenue for my work while keeping it free to the community
@Piggyfacepork ravand is safe its hosted by the server i am working/developing conquest on as with sh.st i switched back to my previous setup as it seems like it wasnt worth it afterall to change
@Rooster2415 to remove the extended leaves you have to remove the model files by either removeing the whole models and blockstates folders or the files that specifically affect the leaves as the fences might become messed up otherwise
in case you are referring the betterfoilage leaves you need to get the latest build of the mod for your mcversion as it supports ctm which gets rid of
as with the logs thatr shouldnt be happening in default conquest anymore =/ make sure to not have other packs loaded besides conquest and make sure to be on the latest build of the pack as well
@MindCoil its a bummer indeed i had people suggest fixes for it in the past but it never seemed to work =( i literally clueless on this
@Blendomatik thats odd do you have other mods installed (i didnt touch the sign textures in ages so this shouldnt be a problem on conquests side)
@KaligarPrime that is a "feature" sandstonestairs in certain biomes turn into goldcoins to give people that build on creative servers more possibilities
@Aidowl should be fixed now i hope ^^
@Dreossk yup and its looking real nice
@Gravemind15 i recommand turning up the brightness slider in case you are not a realitstic lightsituation guy =)
@luminousinsect mhm bizzare have you tried using a clean mc version and a fresh install of optifine ?
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
July 2nd, 2017 - Remembered this forum post existed. I've updated some stuff.
Question: Can I include one of your mods in my modpack? YES! Just make sure to credit myself (Pam) and Rhodox of the Painterly Pack. Thanks!
Question: What happened to Extended Glass or the wool stairs/slabs in HarvestCraft? I couldn't keep them updated. Please use Carpenter's Blocks Mod for the same effect!
Question: Where are your mods for 1.6.4 and before? Right here! Please keep all questions about previous versions in that thread. Thanks!
Question: What happened to Huge Mushroom Spawn and Melon Spawn mods? As of 1.7.2 huge mushrooms now grow in the dark oak forests and melons spawn naturally inside jungles in vanilla Minecraft.
apling ---> Stick
Gravel x4 ---> Flint
Pumpkin x2 ---> Orange Dye x8
Red Flower + Yellow Flower ---> Orange Dye x4
Bone x2 ---> Sticks x4
Any Sandstone ---> Cobblestone
Cactus ---> Planks
Wheat x2 ---> Seeds x2
Leather + Paper + Ink Sac + String ---> Name Tag
Iron Block + Leather x3 ---> Iron Horse Armor
Gold Block + Leather x3 ---> Golden Horse Armor
Diamond Block + Leather x3 ---> Diamond Horse Armor
//Hard Saddle Recipe
[Gold Ingot][----------][Gold Ingot]
//Easy Saddle Recipe
Rotten Flesh ---> Leather Sandstone ---> Glass x4
This mod adds in sixteen new plants that spawn in Forge Biome Dictionary biomes marked plains, forest, mountain, and hills. They are just for decoration and be planted on grass. You can use the config file to change their names and spawning rarity if you want. Block IDs: One, Item IDs: ---, Config File: Yes Will have Thaumcraft support when its updated to 18.104.22.168.2b - Fixed last plant not showing in Creative
This is a mod which is based on the film Japanese animated fantasy film Spirited Away. The goal of this mod is to added may different features of the film into Minecraft like all of the Characters, No-Face, Chihiro, Haku, Sootballs, Boh, Zeniba, Yubaba, Lin and many others.
So If you love the Spirited Away film and Minecraft you will love this mod, Currectly it is a WIP mod but I will be providing regular updates/pictures here, on my Wiki and on Facebook
Put your spoiler here.
Put your spoiler here.
Put your spoiler here.
Download (old 1.7.10 version)
MCDungeon will create a procedurally generated dungeon in a preexisting minecraft map. It is not yet feature complete, but can already generate dungeons with quite a bit of variety. It is written in Python and makes use of code from Paul Hodge's minetown project and codewarrior's pymclevel.I primarily use this for SMP and multiworld via Craftbukkit and MultiVerse. But it works just fine in single player too.Thanks to the following for their interest, inspiration, and great ideas! (in no particular order)BeeTLe BeTHLeHeM, codewarrior, Link1999, SoNick, Commander Keen,Yelik, NoiGren, whoiscraig, ChocolateySyrup, Sevminer, AnderZ EL,SuddenLee, Silre, NuclearDemon, bking1138, BarthVader, koredozo,janxious, compgurusteve, and JiFish.
This tool will write data to your minecraft maps and may destroy them! MCDungeon will attempt to avoid player structures, but there is no guarantee. NEVER run this against a map that is currently loaded into Minecraft! Make Backups! Work with copies! I'm not responsible if it destroys your 120+ hour Justin Bieber pixel art!
When asking for help, you'll get the best response if you are sure to include the following:
Downloads and Usage
Download the latest version from the official MCDungeon site.
Levels 3 is an innovative mod centered around the concept of adding leveling systems to weapons and armor, aimed at improving the combat system within Minecraft. With Levels 3, you will be able to use your weapons and armor to gain experience, level up, and add unique attributes providing an edge in combat.
When you first obtain a weapon or piece of armor, it will be assigned a randomized rarity which will provide bonuses to damage (or damage mitigation), bonus experience, and even durability resistance. By successfully using your new weaponry, you will gain experience, in which if you gain enough, your weapon/armor will level up, potentially unlocking any attributes the weapon or armor might have.
Levels 3 changes a lot of features from Levels 2, all of which can be found here.
Any 1.9.4 or 1.10 version of Levels requires xLib to run properly! 1.10.2 version DO NOT need xLib. I am phasing that library out. If you are using 1.7.10, you do not need xLib either.
1.10 - Forge 2000 and xLib r2.0.0/r2.0.1
1.9.4 - Forge 1987 and xLib r1.0.1
1.7.10 - Forge 1558
All of these versions are no longer being maintained. Do not ask for ports to these versions. Update.
Recommended Minecraft Forge version for the specific Minecraft version.
Screenshots (might be outdated)
If you haven't noticed, I don't use AdFly links for any of my mods. The reason for that is I just don't like them. I'm not in this to make money, rather doing it because it is enjoyable. If you feel inclined and generous, consider donating any amount of money to the development of the mod.
And if money isn't necessarily an ideal way to support, simply providing feedback works just as well!
TheXFactor117 - Creator & Lead-Developer
MrIbby - Code contributions
Hlaaftana - Code contributions
Levels is licensed under the GPLv2. In other words, you can use this mod in your modpack without asking for permission, you can use code from Levels in your own projects, and you are generally free to do whatever you want within reason. You may not use large portions of Levels code and release it as your own project. You may not make money off of your modpacks through the use of AdFly links.
Those are the basic guidelines. If you have any questions about them, just ask me.
Im not an expert on coding or anything about github or whatever. But seems like there was some activity from the dev on github about 5 days ago, just an update to the license or something it seems? heres a link if anyone wants it. https://github.com/Benimatic/twilightforest/commit/98b88bde74d6db0aa463dba304f5c13acb6140fb#diff-9879d6db96fd29134fc802214163b95a