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    posted a message on MineFantasy: B1.0 - Beta

    Just made a minor update to my MineFantasy fork. It fixes a crash with Biomes O' Plenty and fixes pigs not dropping pig hide.
    minefantasy-1.4.6.jar

    minefantasy-1.4.6-deobf.jar

    Posted in: Minecraft Mods
  • 0

    posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]

    I posted it on curseforge already. The link is a few comments up.

    Posted in: Minecraft Mods
  • 0

    posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]

    As mentioned in my first comment about this new mod, you can define a range for any mob's base sizes in the config to get some subtle (or not so subtle, if you want) variety.

    Posted in: Minecraft Mods
  • 0

    posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]

    Lilliputian (alpha) is released!


    Lacking a lot of things still, but I wanted for people to be able to test it out and find bugs and incompatibilities. I've made sure it worked with Optifine and Dynamic Surroundings, and I tested it in my personal modpack, but there could still be issues even with the mods I tested it with.

    Posted in: Minecraft Mods
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    posted a message on [MC/Forge][1.6.4] Gulliver the Resizing Mod (v0.14.3 *Oct 21*): changing your perspective of Minecraft [OVER 900,000 downloads]

    I may or may not be working on something that may or may not be released very soon.


    It's not perfect, it's not exactly like Gulliver, and the first release will be a fairly basic beta. It's on 1.12.2, and I have no plans on backporting it. I have player and mob resizing working, as well as all the relevant stat changes that I wanted to include. Size is modifiable with potions, commands, or the config. Some size-based mechanics and abilities are already implemented, like tiny players climbing with slimeballs or mounting things with string, or ocelots hunting tiny players. There are still some issues with entities not having the correct size for a few moments after joining a world, but otherwise it seems to be working better than I'd expected. Basic potions increase/decrease size by a factor of 2 and 1/2 respectively, and amplified potions do 4 and 1/4, unlike Gulliver. Also, each entity's basesize can be configured not only to a specific size, but to a range of sizes. You could use this for something small, like making zombies spawn with a random size between 0.9 and 1.1 times their default, or you could do something drastic like making players spawn with a random size between 0.128 and 8 times their usual. I haven't kept track of everything that I've implemented so far, but I'll go through the code before I release anything so that I can give a full feature list with the release. I started this project a week and a half ago, and I expect to release a public beta version within the next day or two. It will probably be called Elastic, but I might think of a better name before I release it.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    Thanks! I'm probably done with 1.6.4 for now, but next time I work on MF1, I'll look into incorporating some of mfbridge's features into mfcompat.

    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta

    I've updated MineFantasy quite a bit over the past few weeks, I can't even remember all the changes and fixes I've implemented. Here's some stuff I do remember:

    • Totally replaced vanilla villages. The new ones are larger, a bit rarer, and don't spawn in deserts. They are also a whole lot less ugly, much more historically accurate, again, just so much less ugly. Here are some images of what the new villages look like
    • Implemented a custom mob spawning system for dragons, modified dragons' spawn conditions (dragons can't spawn if another dragon exists nearby, for example), and added messages to warn nearby players of nearby dragon spawns
    • Added a new dragon breed: poison dragons. They are similar to red dragons, but exhale concentrated streams of poison instead of fire
    • Made dragons drop up to three fire glands instead of just one
    • Re-implemented cooking (still not sure why it was removed in 1.6.4)
    • Changed shields to work the way they were originally intended to, with damage thresholds and such
    • Made shield enchantments effective on MF's shields
    • Updated Battlegear dependency to the latest version for 1.6.4
    • Added ignotumite shields
    • Made ignotumite weapons usable in the offhand, like all other weapons
    • Made ignotumite tools and weapons enchantable (I know this changes the balance of end-game tools and weapons quite a bit, but it was very clearly caused by a bug. If there had been any code written to explicitly to prevent those items from being enchantable, I would have left things as they were)
    • Made spears single-handed, because I felt weird not being able to use a shield with a spear
    • Changed heavy weapons' balance offset effect to not be instantaneous, and therefore much smoother and less jarring. Also increased the intensity of the effect to help make up for any decrease in difficulty the change may have caused
    • Made any vanilla tools, armor, or weapons dropped by mobs get turned into MineFantasy equivalents
    • Modified nether fortress loot tables (other loot tables can be modified with minetweaker, the nether fortress ones couldn't, though)
    • Changed how mobs spawn with armor and weapons. Now, they spawn with MF armor and weapons, they are much more likely to get equipment on spawn, and much less likely to drop any of their equipment. The equipment they get and the likelihood that they will receive equipment is affected by distance to spawn, local difficulty, and global difficulty
    • Improved modded biome detection for mob spawning
    • Replaced all vanilla tools, armor, and weapons in villager trade tables with MF equivalents (even in priests' enchanting deals)
    • Removed old/extraneous recipes for repair hammers, since the new ones are cheaper anyway, making the old ones useless
    • When hardcore furnaces are enabled in the config, any vanilla furnaces found in a player's inventory will be forcefully converted into bloomeries
    • Fixed the vanilla recipe for beds not being properly removed
    • Fixed deep iron hunks not being heatable
    • Fixed a crash with rendering hot items in the inventory when the item has multiple layers
    • Reduced the size of items rendered on benchtops
    • Added tailor and baker villager professions
    • Fixed arrows being collectible when fired from a bow with Infinity
    • Improved MineTweaker and NEI support
    • Fixed gilded armor taking damage from skeletal knights wielding warpicks
    • Fixed many spelling and capitalization issues in the US English localization
    • Allowed tailor and anvil recipes to output items with NBT data (like enchanted items). Only useful with MineTweaker
    • Fixed a bunch of other stuff, probably added and changed a few more things as well

    Aside from all that, I noticed some issues with MF Bridge (it completely broke quivers, totally prevents certain modded items from being placeable on anvils by hand (that was actually intentional, but no longer necessary with the fixes I've introduced to base MF), and some other stuff as well), so I updated mfcompat to modify Ars Magica 2 spell component recipes. I think I also improved the Witchery support it already included. The mod's other features are now replicable with MineTweaker. I know that can be a hassle to configure, so if anyone wants, I can pm them a link to my personal pack, which includes scripts to modify many MineFantasy recipes, as well as many from Twilight Forest, Ars Magica 2, Witchery, and many other mods. It also includes loot table modifications and custom builds of AM2, Battlegear, Better Grass & Leaves, and Witchery. Some of those only contain bug fixes, but the AM2 and Battlegear builds both include some very welcome additions and changes. Also, all those mods are now fully compatible with Gulliver (I've just used it to start a playthrough where I'm permanently half-sized, basically making me a dwarf, and it's amazing)! But, back to the point, mfcompat should now be able to fully replace MF Bridge, which makes quivers usable again and also solves the other problems.


    Also, these changes, along with the help of MineTweaker's ability to modify loot tables, makes it possible to completely remove the possibility of finding or otherwise acquiring vanilla tools/weapons/armor with hardcore crafting, which is pretty nice. Other mods might make them obtainable in other ways, but I haven't found any in my modpack, which is pretty large at this point.


    IMPORTANT: It is highly recommended that you regenerate your config file if updating from a previous version of the mod. Also, if you use Battlegear (does anyone not use it with MF?), this new version requires Battlegear 1.5.3, the version that used to cause a crash when trying to block arrows with an MF shield. I've fixed that crash, and made use of the newer version's improved API.


    Anyway, here are the download links:


    If you want the source, let me know.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy Server

    This server is not, but I am currently running a server with a similar pack. You can find the pack, as well as more information about the server on my discord server.

    Posted in: PC Servers
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    Item rendering is easy. Is your code on github? I'd be happy to take a look. Otherwise, you could just tell me more about what isn't working right, and I can try to figure out what's going wrong from that. Also, I have a bunch of 1.11 and 1.12 mods on github, so feel free to see how I do item rendering for any of those.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    At some point, probably next time I make a 1.6.4 modpack with MineFantasy, I'll make a mod to bridge MineFantasy and Thaumcraft, which would change thaumcraft's recipes which use vanilla tools and weapons, as well as a thaumium anvil, which would be a combination of an anvil and an arcane crafting table. I didn't do that for this pack because I was lazy, and didn't want to delay the pack any longer, since some people were waiting for it already. Good luck with mob stuff/a possible chocolate quest successor. I haven't done too much with mobs since 1.10 came out, but from what I've seen and done, it doesn't seem too difficult, and should definitely get easier very quickly once you get the hang of custom AI stuff.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    I have released the modpack and started the server, if you're interested check out the server's discord channel for the download link.

    Along with the pack, as promised, I have a new version of MineFantasy which includes support for NEI and MineTweaker. I figured I'd changed enough to warrant a version bump up to 1.4, though since that was sort of taken by nofole's older versions, I called it "MineFantasy 1.4 Mangoose Edition". Documentation for the MineTweaker support is not included, but you can check the source code for it, or if anyone actually wants information on it, I can write something up. I also made a small mod, MFCompat, which depends on both MineFantasy and Witchery, and all it does is replace all the Witchery rituals that required unobtainable vanilla items with equivalent rituals that use MineFantasy items instead.

    I don't have access to the main download page, so I'll just leave the download links here for now.

    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    So, I've got good news and I've got bad news. Bad news first.


    So, I ended up deciding to make a magic mod instead of a Minefantasy sequel (but the main crafting system in the magic mod will be highly inspired by forging in Minefantasy, so that should be cool). I might still make a Minefantasy sequel after the magic mod is released, but the magic mod and my other mods will require a lot of maintenance and I'll have a lot less free time in a few months, so I just can't make any promises. Plus, I kinda want to make a Minecraft "clone" instead.


    Good news is, I've been spending the last week taking a break from the magic mod to work on a 1.6.4 modpack with Minefantasy, and in the process, I've added NEI and MineTweaker support to Minefantasy, so I'll release that version of the mod alongside the modpack when it's done. So hopefully that will make Minefantasy 1 easier to go back and play with moving forward. I plan on releasing the modpack and the new MF version within a week, and I also plan on hosting a server with the modpack when it's released. I won't be hosting the server on my personal computer, as I have done with most of my previous Minefantasy servers, so performance should be much better.


    So, yeah, I hope to see some of you all on the server, and even if no one uses the server, hopefully the NEI and Minetweaker compatible version of MineFantasy will find some use.

    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.7.10] Ritual Enchanting Mod [Mod Version 1.3.1]

    Would it be possible for you to add links to version 1.2.1 and the corresponding version of watkinsbase? I can't seem to get any versions working in 1.6.4, and I believe it's because I don't have the proper versions of both mods.


    Edit: Never mind, just had to totally get rid of the version text on the first line of the censerData file

    Posted in: Minecraft Mods
  • 0

    posted a message on Growthcraft Community Edition

    Wow, I was not expecting to see development pick up on this again. I might have to modify some of my plans for Rustic to accommodate for that at some point. Congrats on the alpha release!


    Edit: I suggest focusing your efforts on 1.12.1. Lately, I've noticed Rustic getting way more downloads on 1.12 as opposed to 1.11, so it seems like people have been moving past 1.11 already.

    Posted in: WIP Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta

    Yeah, I haven't done anything with it, though as I'm waiting for it to stabilize. Also, I've been considering putting off MF3 for a while, because I think a magic mod would be more fun to make, and because MF1 (and probably 2) hold up really well, and I don't mind going back a few versions for them since mod compatibility isn't an issue.

    Posted in: Minecraft Mods
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