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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from Alexandru6999»

    Actually the 1.12.2 version will Be jar link or zip ?


    i'm assuming it will be a .jar, just like every other mod

    Posted in: Minecraft Mods
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    posted a message on Trying to fix mob movement speed
    Quote from HyCraftHD»

    You should use entity attributes for that, e.g:


    Hi, thanks for the response.


    I do have that for my mob, but the variable does not apply to the task I made. It moves fine, but as soon as the entity detects a player it starts slowly crawling towards them. I was wondering if you could change the move speed of the task.

    Posted in: Modification Development
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    posted a message on Trying to fix mob movement speed

    Hi, I'm having a problem figuring out what to do to make my mob move faster. Any help would be appreciated!


    I defined it as a creature, so i referenced EntityAIFindEntityNearestPlayer to make the mob come to the player and deal damage.


    My problem is it comes to the player at a crawl, rather than quickly. I was wondering how to make it go faster? Is there another AI task i can use? If I get rid of this one, however, my mob will not follow the player. Here is my code:

    public static class Entityboar extends EntityCreature {
    
    		World world = null;
    
    		public Entityboar(World var1) {
    			super(var1);
    			world = var1;
    			experienceValue = 5;
    			this.isImmuneToFire = false;
    			addRandomArmor();
    			setNoAI(!true);
    			this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false));
    			this.tasks.addTask(2, new EntityAIWander(this, 1));
    			this.tasks.addTask(3, new EntityAIAttackMelee(this, 0.5, false));
    			this.tasks.addTask(4, new EntityAIFindEntityNearestPlayer(this));
    			this.tasks.addTask(5, new EntityAISwimming(this));
    			this.tasks.addTask(6, new EntityAILookIdle(this));
    			this.tasks.addTask(7, new EntityAIEatGrass(this));
    
    
    Posted in: Modification Development
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from drancon101»

    Hmm.. I've installed the mod correctly and it works, but it doesn't seem to want to load up any worlds I try to make. Did I do something wrong?


    your computer may have some troubles running modified minecraft. What specs are you running?
    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from PegBeard»

    "Portable Tunnelling Device - requires gunpowder. Right-click blocks to tunnel - place in dispenser (with Sonic Boom enchant) for ghetto block breaker" - taken directly from the mod description, read that first next time you can't work something out.

    hmm, it couldn't find it, but next time i'll look there. Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    How do you use the portable tunneling device? It doesn't like to mine stone....

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»

    Surprise! Here's two more previews:

    Hesperornis, modeled by Cody and textured by Totemaster:

    Hesperornis preview


    just a loooooooooooooong dodo bird
    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from jackbmh»

    I know dizzlepop won't come back, but he would not be not the one making the backport. Themodpackmaker just pm'ed me saying he would either update it to 1.10.2 or backport it to 1.7.10


    I see. I was not aware of this, i'm sorry. The best of luck to Themodpackmaker, then.
    Posted in: Minecraft Mods
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    posted a message on JOURNEY INTO THE LIGHT v.1.1.1_1 | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [2100 + Downloads!]
    Quote from jackbmh»

    The mod developer has abandoned the mod, but a backport to 1.7.10 is planned, and possibly even a 1.10.2 port.


    That's if Dizzlepop will come back, which is very unlikely. He just didn't have the time or motivation. If someone else has the motivation to pick this up, he's posted the source code. For the foreseeable future, the mod will not move into newer versions or be back ported, sorry.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from Ender_Dwarf3»

    I forget, is this going to be a direct port to 1.10.2 or are new things gonna be added?


    a direct port with bug fixes
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»

    Obamadon preview

    THANKS, OBAMADON! I mean, thanks Tote, for this Obamadon!


    looks great!
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!
    Quote from ASDFGirl»

    Our next two previews are both carnivores that start with the letter C! What could they be? Take a guess! We'll release them later today.


    Carcharocles? Coelophysis? Compsognathus? Cryolophosaurus? Just guessing a few.
    Posted in: Minecraft Mods
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    posted a message on Minestrappolation 4: Pipes and Teleporters!
    Quote from Delocuro»

    Thanks. :D The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.

    There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...


    Quote from Delocuro»

    Thanks. :D The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.

    There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...

    Thanks for clarification! I have one of those too :)

    Huh! I wonder what liquid it could possibly be......
    Posted in: Minecraft Mods
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    posted a message on Minestrappolation 4: Pipes and Teleporters!
    Quote from Delocuro»

    Great to hear you're still watching the mod's progress! I know we're pretty bad about giving frequent updates sometimes, but it's awesome whenever we hear that people are still looking forward to M5's release. :D

    As far as new features go, there are quite a lot that we've got planned, some of which are even implemented already. Updating to 1.12 required a total recode of the mod, so we're using that opportunity to clean up a lot of the gameplay wonkyness that stemmed from Minestrapp 4's somewhat spontaneous development pattern. Overall, my main goal is to have the mod feel more... idunno, deliberate, I guess. A lot of the features from M4 just kind of got added on a whim and never really got expanded upon, so you ended up with a lot of stuff like Wither Ash, Candles, Crystal Hearts, Jadachite, Continnium, etc, which just kind of became weird extraneous features with very few uses. Going into M5, we're aiming to remove some of the less useful features from M4, but then add even more in order to make the features we do keep way more useful and cohesive with the overall tech tree.

    And speaking of tech trees, we actually have a rough one planned finally. :D Most of the tech blocks and items (Alloy Furnaces, Melters, Crushers, Frost Generators, etc) came into existence out of gameplay necessity, but now I've got a relatively solid master-plan as to how I want all that sort of stuff to fit together. We've also got some new tech/magic related blocks & items planned, such as the Soulsteel Vessel - a block designed to hold the life energy of yourself and other mobs for various blood-magic related applications like creating Crystal Hearts, imbuing crystals with healing powers, or even manufacturing Heart Containers to increase your max health.


    Another element I'm trying to focus on for M5 is better environmental ambience. We started playing around with that in M4 with the biome-specific stone types, Permafrost, etc, but it came with a lot of issues like super slow load times and relatively useless blocks (Permafrost, Cold Sand, and Shrub Grass really never got any decent uses at all). In M5, we've optimized the world gen time quite a bit, and we're fleshing out those kinds of environmental features a lot more. In addition to the existing 10 types of Stone, there are now 3 different Dirt varieties - Vanilla, Permafrost, and Clay Soil - which spawn in various biomes, each with their own Grass types, native plants, Grass paths, and unique varieties of Farmland.



    That last part is particularly interesting, as it opens up some unique benefits and challenges pertaining to farming depending on what biome you decide to live in. Permafrost is wet and resilient - when tilled, it can't be trampled, and doesn't require any nearby water sources in order to remain Farmland. However, crops growing on Frozen Farmland grow slightly slower, and due to the cold, even have a chance to wither and die over time, making it necessary to add light sources to your snow-biome farms in order to keep as many crops alive as possible.

    Clay Farmland, meanwhile, is incredibly porous when wet. Any seeds left sitting on top of a block of tilled Clay Soil will eventually sink into the block, thus planting themselves. This can be incredibly useful for automated crop farming - however, Clay Soil dries out easily, and thus requires Water within two blocks of itself to stay wet, as opposed to the four block distance allowed by normal Farmland.


    Finally, since we're now updating the mod to the post-combat-update era, we're also going to try and expand the amount of weapons available within the mod. We've already implemented Daggers, which have half the attack power of Swords, but can recharge twice as fast after attacking - spam-click-lovers, rejoice! I've got plans for other stuff like Maces, Spears, Crossbows, etc as well, so we'll keep you guys updated as we start adding more of that.


    Anyway, we've been posting updates on Twitter as we add new things, and we'll try and keep the forum a bit more up to date as well. Again, just let me know whenever you guys want progress updates or info on future plans - these forums and the Minestrapp Twitter are about the only two main forms of social media I actively use, so I'm pretty bad about remembering to post updates on a regular basis. :P

    woot woot! this all looks so amazing! it reminds me much of the good ol' days. You guys are doing great!

    P.S: In the jungle pic, is that a different type of water?
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    This mod's latest makes it incompatible with jurassicraft 1.4.5 since LLibary is too high for it and it crashes. Or you could update to the same version as JC2.0 1.10.2


    They are in the process of doing so! Stay patient!
    Posted in: Minecraft Mods
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