• 1

    posted a message on Et Futurum - Brings the future to now!
    Quote from RodrigoTaipe93»

    Hello, Gany! I was wondering...remember the igloos from the latest version?...are you gonna add them soon? :)


    It's on the list, just haven't had time to code anything lately
    Posted in: Minecraft Mods
  • 1

    posted a message on Et Futurum - Brings the future to now!
    Quote from zHawky»

    If you have enough time can you add config option for disable respawning dragon via end cystalls?


    Is it not in? whoops :3 I'll add it
    Posted in: Minecraft Mods
  • 1

    posted a message on Et Futurum - Brings the future to now!
    Quote from EzerArch»

    Gany, something that might be minor: is it possible to add helmet transparency for non-player entities, such as mobs? It worked in a few 1.9 snapshots, this feature keeps going back and forth, on and off every snapshot.


    It keeps coming back and forth because it would appear no one in Mojang really knows how to handle blending XD
    But I'm not sure if it's possible to do it with mobs without a coremod. I'll have a look when I can.
    It makes sense that helmets would be transparent on mobs as well as on players, after all, it's the same helmet, it should look the same regardless of who's wearing it, right? =P
    Posted in: Minecraft Mods
  • 2

    posted a message on Gany's Nether - Miscellaneous nether themed additions!
    Quote from zaeehh»

    I was not trying to be rude, I was just wondering


    I'll port it when I have the chance. Right now I'm very busy and I can barely even update my mods.
    Also, 1.8 is a huge pain to work with, which also puts me off from porting XD Every time I have some time I could use to port I think "I could spend the next 3 hours trying to port this mod and make next to no progress... or I could add more content/fix bugs"
    Posted in: Minecraft Mods
  • 1

    posted a message on Et Futurum - Brings the future to now!

    Update!


    Download:

    http://minecraft.curseforge.com/projects/et-futurum/files


    Changelog:

    -Added the alex model! You can choose your model by doing /setPlayerModel alex (or steve)

    -Fix not being able to set 1.8 stones cluster size to 0 using the config GUI (thanks Tonius)

    -Improved the way skins are downloaded. Should be more efficient and less spammy

    -Fix chiselled sandstone recipe yielding 1 instead of 4

    -Some efficiency tweaks to the way TEs are replaced in world. Should resolve memory issues when doing pre-gen. And hopefully not re-introduce crashes that some players have (and I can't, for the life of me, reproduce. So fingers crossed...)

    -Fix players looking glitchy when sneaking

    Posted in: Minecraft Mods
  • 1

    posted a message on AOBD 2 - Process all the ores!
    Quote from ArloTheEpic»

    A couple things, first of all, I made a mod with MCreator a while ago, which I'm working (albiet, slowly,) on actually programming so that I can do the things that I want with it. When I use it, in its current form, alongside AOBD, aobd does not seem to detect it. What is AOBD looking for in detecting ores? I like compatibility. ;3

    Also, glad to see Ex nihlo compatibility. Any other mods planned in the near future?
    Because Cogs of the Machine's pounder and foundery would be pretty neat.


    Your ores and ingots need to be registered in the ore dictionary for AOBD to detect them :)
    Posted in: Minecraft Mods
  • 1

    posted a message on AOBD 2 - Process all the ores!

    Update to AOBD!


    Download:

    http://minecraft.curseforge.com/projects/another-one-bites-the-dust/files


    Changelog:

    -Added support for Ex Nihilo. Skyblock all the ores :D

    -Update RandomAdditions API

    -Added glass bottles with the molten metals added by AOBD (mostly to be used on filters or so that the fluids can be transported by the player)

    Posted in: Minecraft Mods
  • 1

    posted a message on AOBD 2 - Process all the ores!
    Quote from RodrigoTaipe93»

    Gany, look at this!


    > http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288963-randomadditions-alpha-v0-11-22-updated-adding-a?comment=753


    After I set to false everything related to Random Additions, everything works fine!



    Weird... I probably haven't released an update after I fixed the problem ages ago and completly forgot lol

    Edit: Checked and that seems to be the case XD whoops XD I'll try to get an update out asap. Just need to finish some WIP stuff.

    Posted in: Minecraft Mods
  • 2

    posted a message on Et Futurum - Brings the future to now!
    Quote from EzerArch»

    Thank you. It was just the /give command being silly.

    I'm almost done adding the Et Futurum support in my resource pack. :)


    (Tweet)


    Fancy :D
    Posted in: Minecraft Mods
  • 1

    posted a message on Et Futurum - Brings the future to now!
    Quote from EzerArch»

    I have a techinical question: what are the datavalues for upper Et Futurum slabs?


    For example:


    /give @p minecraft:stone_slab 1 0 gives me the lower Stone Slab.

    /give @p minecraft:stone_slab 1 8 gives me the upper Stone Slab.


    Then I tried it on Et Futurum:


    /give @p etfuturum:purpur_slab 1 0 gives me the lower Purpur Slab.

    /give @p etfuturum:purpur_slab 1 8 gives me the same lower Purpur Slab. In fact, any datavalue will give me the lower slab.


    0 is lower, 1 is top, 2 is full
    Posted in: Minecraft Mods
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