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    posted a message on Musica - For music lovers everywhere.
    Quote from chezpaul2»

    And the discussion diead right there.. ;-)


    I'm on a mac and would love a java version of it.


    But I guess I came too late.


    Long story short:
    I wrote the script in Python.
    Mac didn't seem to appreciate said script.
    Little clue why...
    Quote from GrasshopperFK»


    PS: Are th Music Discs craftable?


    Nope, they appear as loot like the usual discs.


    Quote from Kenneth_Dr»

    An Undertale pack would be awesome


    1. Find music - https://www.youtube.com/playlist?list=PLpJl5XaLHtLX-pDk4kctGxtF4nq6BIyjg
    2. Make it an .ogg file - http://www.office-converter.com/Convert-to-OGG
    3. Download Musica Resource-pack-o-tron - https://github.com/delax/musica-resource-pack-o-tron/releases/tag/v1.3.1
    4. Make some new record textures or use the dull ones in the example folder of Musica Resource-pack-o-tron
    5. Run program and do the thing
    Posted in: Minecraft Mods
  • 1

    posted a message on Musica - For music lovers everywhere.
    Quote from Darkhax»

    Hello everyone,


    Just had a deeper look into the pack-O-tron and it seems very promising. If a few of you would like, I could set up a group PM so we can discuss a few the pack creation tool and the future of the mod.


    -Darkhax


    Thanks!

    I would be up for a group PM.

    Posted in: Minecraft Mods
  • 1

    posted a message on Musica - For music lovers everywhere.
    Quote from hrolphy»

    MAC :(



    Until I can steal pilfer commandeer borrow a Mac somewhere, or someone steps up to build it for me... Macs are kinda stuck with the source.

    :(


    If you're not against extra downloads, you could try getting Python 3 and using my source files.

    https://www.python.org/downloads/mac-osx/

    Posted in: Minecraft Mods
  • 0

    posted a message on Musica - For music lovers everywhere.

    Here's the first GUI of the Devilishly Tall, Dark, and Handsome "Musica Resource Pack-o-tron".

    "A Gooey Filling"


    There is at least one more option I'd like to add to help creation of large packs: default record textures.

    Currently, you have to indicate every single one; more than tedious even if you want 20+ records with identical textures.

    Edit: Did that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Musica - For music lovers everywhere.

    There are E-X-E

    Just check the releases here

    Download the zip file.

    Posted in: Minecraft Mods
  • 1

    posted a message on Musica - For music lovers everywhere.

    Added in ability to read a JSON file with all info written in it.

    Figured out how to use the extra options (lore, special name, shiny), were there others?

    Added an example with JSON file.


    https://github.com/delax/musica-resource-pack-o-tron/releases/tag/v1.2.1


    Now just need to do GUI...


    Edit: Had to do quick update to fix a small bug with pack thumbnails.

    Posted in: Minecraft Mods
  • 0

    posted a message on Musica - For music lovers everywhere.

    Here's the first version of mine, currently command-line only.

    The wondrous exfoliating and defenestrating Musica Resource Pack-o-tron.

    Simply follow built-in help system to use.

    https://github.com/delax/musica-resource-pack-o-tron/releases


    Working on Gui currently, should be done this weekend, a basic version at the very least.

    I can make Windows exe builds, but as I lack a Mac and/or Linux I cannot build for them.

    The source Python scripts will work wherever that has python (3k), of course.

    Posted in: Minecraft Mods
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    posted a message on Musica - For music lovers everywhere.
    Quote from Darkhax»


    I completely agree, we do need more documentation for this mod, and a simple tool for making packs would be very beneficial. We were once working on both of these things, however my partner on this mod has quit Minecraft Modding, and as a result things are kind of in limbo. He was the one who was making the Gui. I actually picked up Python yesterday, and am using it to run a small IRC bot I wrote from scratch. It may be worth looking into creating a GUI using it.


    Python is a good time, think I'm going to use this as an excuse to do some...

    We'll see if anything useful comes out, then I'll post to github and link if it does.

    Posted in: Minecraft Mods
  • 0

    posted a message on Musica - For music lovers everywhere.

    Well fancy that, while I appreciate the on-the-fly customizability of Better Records, this is just what I wanted: a way to integrate extra records alongside Minecraft's own.

    Now I just need to learn how to make them resource packs...


    If you hadn't said that you already were making something, I'd try to whip up a GUI tool in python, for my own personal use if nothing else.

    Posted in: Minecraft Mods
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    posted a message on Mods for an enhanced and more challenging, but not broken or completely altered Survival experience~

    Okay, think I understand better.

    Though, I can't think of many immersive mods that I use... I look for something slightly different.

    Sadly, obtuseness is the norm for Minecraft in general...


    Hmm.

    Perhaps more adventure oriented mods like Nevermine or Twilight Forest?

    Haven't played through myself, as not quite my style.


    Have you checked out Quest Modpacks, like Blightfall or "Agrarian Skies"?

    They are not quite what you're asking for, I think, but the defined story-line, flow, and difficulty may help give some ideas (or mod suggestions).

    Blightfall uses the neat idea of an entire world that Thaumcraft's taint has taken over, for example.

    Posted in: Mods Discussion
  • 0

    posted a message on Mods for an enhanced and more challenging, but not broken or completely altered Survival experience~

    (also not an avid poster so can't speak for posting rules...)

    I actually agree with you, from what I've seen of BC and IC they are not what I want; I have not really used them, so I can't be much more specific than judging by others' LPs.

    I think I want to build contraptions rather than special blocks, perhaps? (redstone stuff!)

    And I like obstacles in my game, that I then overcome w/ my contraptions.

    But that's just me. :P


    Besides BOP and Natura, there's also Highlands which has pretty neat world gen (only recently updated to 1.7.10, so I haven't used for a while).


    Unsure if this is really up your alley, but Underground Biome Constructs is a mod that adds more types of stone and automatically creates variants of ores to fit in them.

    Gneiss bit of world-gen, but admittedly pointless.

    Planning to try it out myself soon though, to see how it feels.



    Hardcore Ender Expansion may be something to take a look at, as even though it adds a lot of things, 99% of them are in the End which is normally empty.

    I have not played in it as I haven't gone to the End yet, but I can say that there is nothing changed in Nether or Overworld gen.



    Special Mobs is very cool, it adds special variants to the vanilla mobs like Gatling Skeleton, Fire Creeper, King Ghast, etc.

    Makes mobs more interesting without being game-changingly styled or deadly (looking at you Lycanite's Mobs...)

    Also configurable!

    The author also has Utility Mobs, adding more golems (ala snow golem or iron golem) if vanilla-esque defense is what you're looking for.



    Since you mentioned Thaumcraft, figure I'd point at more magickal-ness to check-out.


    I would very highly recommend Botania, a natural-magic mod, it has a lovely in-game manual and is generally very slick; like Thaumcraft it can be quite powerful in interesting and creative ways.

    The only world-gen it adds are flowers.


    Another magic mod I am into is Blood Magic, whose conceit is that all your power comes from blood (aka damage), either yours or someone else's; it is less jack-of-all trades than Thaumcraft, but not everything needs to be... I mean seriously, how many ways to double ores are there nowadays?

    Also has Bosses, if you're into combat.

    No manual (yet! He's working on it) nor world gen.



    As for tech-mods... hmm, most add extra metals and their own tech-tree and if I understand you right, that's part of what ticks you off?

    (Plus lack of in-game help.)


    The only light-weight tech mod I know of is Factorization, it mostly adds simple yet useful automation like an auto-packer to craft blocks from ingots.

    It does have more complex/powerful automation in the form of a robot, somewhat similar to Thaumcraft's golems.

    Though I haven't played a survival game with it yet, so I can't be sure about the feel...

    It has a manual, though not as slick as Thaumcraft or Botantia.

    It adds Silver and Dark Iron as world-gen.


    Not a tech mod, but I also never leave the house without BiblioCraft which, though it has some useful tools, is mostly a display mod.

    It feels so natural to have shelves, bookcases, and tool-racks that I am always surprised when certain items (wands for example) display wrong.

    This mod makes me want cool things, just some I can display them!



    Messing with hunger mechanics makes things more interesting for me, gives you a strong motivation and goals.


    Hunger In Peace is the simplest and does just what it says on the tin (normal health/hunger regen in Peaceful mode), but it is a must for things like Blood Magic to keep balance.

    Not particularly useful if never in peaceful though...


    Spice of Life encourages players to eat a varied diet, and is extremely customizable (you can even change the equation in the config); it really is up to the mod-pack author how invasive it feels.

    Helps to have more food available



    Haven't found a "more food" mod that I quite like yet...


    Pam's Harvestcraft is cool and really well done, but just too big and open for me; I'd have to tweak it to give it flow or limits...


    Growthcraft looks cool, with interesting mechanics and a limited scope; however it doesn't have an in-game book, an up-to-date wiki (last I checked), nor NEI integration (besides basic crafting obviously).

    There is a manual (as in pdf), but it is no longer updated.

    Still going to try it out and see how it feels.


    Not quite a food mod, but AgriCraft would be essential to me for integrating more plants into a game, as it is all about farming, with high compatibility and configurability.

    It adds a plant breeding system, with which one can make any plant better (grow faster,more output, etc) or breed new ones; similar to Forestry, though AgriCraft does not add new plants on its own, using the config you can integrate most anything though.

    It has the ability to breed up resource crops (like magic-crops or TC's bushes), but this can be turned off.



    Really small mods that can add a lot:


    Iron Chests just feels right, upgradable 1-block-sized chests of the various tiers of materials that hold more stuff.

    It is so simple that its been MC version independent for a while.


    Ender Storage is by NEI's author ChickenBones, it makes ender chests only share with the chest with same label of 3 colors, and then extends the idea into ender pouches (chest that's useable in inventory) and tanks.

    I'm not really a fan of instant item transport, so I don't use this; however this is still a brilliant little mod.


    Also by ChickenBones, Translocator is short range, quick item/liquid transport with filtering capabilities.

    Powerful enough to be useful even in mod-heavy packs (fast filterable 1-block sized transport), limited enough to not be a game-changer (hopper does near same thing), slick visual effects too... love this little thing.



    Side notes:

    Witchery is apparently meant for PvP, from what I hear... I know I've never gotten far in it as I'm 99% single-player (#forever alone).

    Making a modpack? Minetweaker is your friend, even a simple change can alter balance completely. I just found it and its Twu Wuv.

    Posted in: Mods Discussion
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from thislooksfun»

    There is an API sort of planned-ish. No hard facts yet, but it's an idea we've been throwing around. As for the void platform, don't jump. ;)

    API's seem to often allow nice stuff, though I cannot use them as of now; I'm not yet bro enough to mod. :P

    I did some quick testing with just Mystcraft + EnviroMine, and got some results that may/may not be interesting:
    * Even if you spawn on a floating platform, you are safe as long as you don't place any items or jump much.
    * Skylands hold up surprisingly well, even when updates are forced by placing/removing torches on lowest blocks.
    * Cavelands will somewhat collapse on you, but very slowly due to the massive backlog of... stuff. (minutes of 32k buffered events for me, useful for stress testing?)
    * (Unsurprisingly) Skylands and Cavelands are major lag spots on world gen, due to how many possible/active physic events.
    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Two random things come to mind, dynamic temperature (Railcraft boiler, Rotarycraft friction heater, etc) and Mystcraft symbols for a subset of the (upcoming) dimension configs.

    Built-in, hard-coded, mod-specific temp tracking sounds like a terrible idea and far more work than it's worth, as I have zero doubts that any consistency between mods with temp values is completely coincidental.
    But what about either setting an NBT tag to watch in a config or having an API type thing for (3rd party) addons to communicate such things?

    Sadly, I have zero idea how hard it would be to do Mystcraft specific stuff (or if you'd really want to), so that's more of a "OMG i haz great ideas guis" than anything else. :P

    Any thoughts?

    (Excited to try Mystcraft + this... suddenly void, skylands, cavelands, etc are now all crumbling deathtraps! Think I'm going to test if you can escape from a void age before the stone platform realizes gravity is a thing...)
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Do you have any clothes/armor that cool you off in your modpack?
    In the mods that I'm playing with, Biomes O'Plenty muddy armor is nice and cooling.
    That plus my flowerband and I am now totally sane!
    (Because someone wearing flowers and half-covered in mud is normal?)

    Play with the configs, you can get lots of stuff the way you want it!
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Think that was fixed in the next build...
    Build 1.7.10-10.13.1.1224:
    Adubbz: Fixed biome weights not working with non multiples of 10

    Several big mods seem to have updated to 1224 (Thaumcraft and Biomes O'Plenty off top of my head), so I take that as a recommendation.
    Posted in: Minecraft Mods
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