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Jan 30, 2015Awesome, I always said that the only thing wrong with Thaumcraft was that it wasn't more like IC2!Posted in: Minecraft Mods
Kidding aside, I just hope that these changes don't lead to the elimination of all the cool piping systems and the "bubble essentia" system, which I have found to be very fun to play with. TC3 was probably my least favorite Thaumcraft, so I'm kinda sad to see everything going back to it, with the "aura does everything" approach. I dont want my stuff to feel like solar power from other mods, which I've always personally hated. Guess will have to wait and see how it plays out.
Jan 16, 2015Speaking of Eldritch, one thing I hope is changed in the upcoming version is the need to hunt down these Crimson Clerics. The thought sounds good, but needing to get a rare drop off a rare mob that doesn't respawn is pretty rough. The mobs themselves are rare enough - I've hunted out many obelisks, but only 1 of the last 11 that I found had any cultists there. My map is now bloated to about 50x its former size from running around trying to search them out. At the least, I would hope the drop rate gets boosted some for their book - with a looting 3 sword, I've spent around 4 hours hunting them down, with no drop. Sad enough for me to break down and just cheat it inPosted in: Minecraft Mods
Jan 14, 2015The more I think about it, the more I like the idea of combining essentias directly. There are a lot of possibilities for tech expansion there, and if it required enough stuff to do, it could add nicely to the magitech feel of the mod. The thought of running an alchemy lab full of boiling cauldrons of primal soup and leaky flux pipes is very appealing.Posted in: Minecraft Mods
Quick thoughts: There should definitely be loss in the system if this goes in, none of that put 2 in, get 2 out silliness that most mods go with.. especially if essentia breakdown is allowed somehow. For example, some of the crafted essentia could turn straight to flux goo in lower tier equipment.
Also, there would need to be reasons to bother - more things like the Thaumostatic Harness that require essentia to work properly. The double power system could definitely be a detriment here, since with cV you only really need essentia for crafting items and a few edge cases. Personally I feel that cV should be limited to powering majorly highend stuff only - as discussed some pages back, I definitely liked the essentia system better for things like the furnace and enchanting. cV feels a little too unlimited once you get a good node set up. I hate to keep beating this horse, but one reason I really like the Automagy addon is this balance: practically everything from the golem autocrafting table to the Thaumostatic spire runs way better with essentia. And with a system like the one proposed, you need as many reasons to use essentia as you can get to justify the bother - without, of course, turning it into an item-generation system like UU-matter, which no one wants judging from the responses so far.
Jan 14, 2015Posted in: Minecraft Mods
"Anything machine" is indeed a major issue. It's one of the reasons why GregTech will never be part of my modpack. By the time you have a fusion reactor outputting 32 million EU per tick feeding into a matter fabricator turning out endless quantities of UU-matter from which you can fabricate unlimited quantities of any resource in the game at whim ... what's the point? Or Applied Energistics, storing millions of items in a single block "as energy patterns". Both are totally, pointlessly, BORINGLY overpowered. All the fun is gone once you've built them. Game over.
I would hate to see that happen to Thaumcraft.
Agree with this 100%. I do almost everything with Railcraft, TC, vanilla, and now Automagy - can't stand mods like AE or *shudder* Soul Shards, the worst of them all. Sure those make things easy, but I'd much rather have cool looking systems and railcarts flying everywhere, like my automated cow-launching animal farm.
It's why Direwolf20 has to reset his world every month to keep things interesting, while Etho has been running the same world forever with vanilla. Mods that only remove gameplay dont do anything for me.
Not a huge fan of the proposed change about creating essentia for that reason - it sounds like a neat idea, but I don't think it would be nearly as fun to play with in practice. It sounds like it would be turning the "building farms for essentia" aspect into "build an AE system to autocraft stuff for Thaumcraft". I strongly prefer the 1st side of that coin, though if there are plans to implement some sort of magical inventory control like Automagy, this would be a good reason to use it.
@above: Golem tree farms have a great purpose.. mass producing charcoal to turn into Alumentum to power a steam boiler and other things
Jan 13, 2015nukularpower posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)Daily suggestion/pester: Hungry maws/ficial maws get broken by water. This makes me sad, as they seem perfect for picking up from oldfashioned water sorting systems (hey, I dislike pipes a lot, and water systems look cool.) Not sure if its possible to have them stay attached in water, but not stop the water flow - but it would be neat.Posted in: WIP Mods
Jan 6, 2015Posted in: Minecraft Mods
Please, god, no. Have you seen the mess that Thaumic Tinkerer has turned into since Vazkii "crowdsourced" it? I don't even install it anymore.
That research idea sounds sort of interesting - I just hope it doesn't lead to having to thin out the aspect herd too badly (hopefully 90ish% saying not enough or just right in that poll is enough there, if 70% isnt enough to save the current research system!)
Jan 6, 2015Random suggestion, probably better suited for an addon than anything else, but hey, whatever. I love the Thaumostatic Harness, but of course it does take fuel. And, I gotta feel bad for the all the horses I see wandering around, never getting used cuz they are such a pain and there are so many travel options from mods. My suggestion is some Thaumic way to make a horse useful, whether it was Thaumostatic Wings that would let it fly, but possibly free (muscle action!) but slower than the harness, or something like that - or even just some early-gamish way to let them run faster, jump higher, and golly, run through tree leaves without getting stuck every 5 seconds..Posted in: Minecraft Mods
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Dec 10, 2012Posted in: Minecraft ModsTeleport Pipes
This mod will add Buildcraft pipes which can teleport items. Link them in your Control Station and build huge structures.
In the following will be a short tutorial how to use this mod.
1. Getting Started
The most important thing, of course, are the pipes itself. They are crafted out of two gold ingots and a Chunkloading Core:
Item Teleport Pipe:
Liquid Teleport Pipe:
As you can see, it displays, that your new pipe is not yet linked. In order to place them, you need to link them first.
2. Link the pipe
If you want to link a pipe, you’ll first need to build a control station. There you can set IDs to the pipes, which will make it possible to setup a connection.
Craft the station like this:
and now you will be able to link the pipes! Remember that they will be linked to the control station. If the station is destroyed, you’ll need to link the pipes again, so be careful!
Right-click the Control Station and put the pipe, you want to link, in the estimated Slot. With the buttons, you now can set an ID to the pipe. Pipes with the same ID, linked to the same station will be treated as one and items will be distributed randomly. So for a safe connection, you’ll need at least two pipes with different IDs. After that, you will be able to place the pipes. If they are destroyed, the ID is lost and you’ll need to link them again.
3. Set the connection
Right now, the pipes still don’t know to which pipe they should connect to. To change it, you’ll need to craft a Quantity Upgrade:
The Control Station Upgrade Core in the mid of the recipe is crafted like this:
Place it near the Control Station.
Right click the Quantity Upgrade, and there you will be able to set the connection:
Right now, items which pass pipe #1 are teleported to pipe #2 and vice versa. Every Quantity Upgrade you place will add one line to set a connection. They will connect to Control Station also, if they are placed together. If you only want to make it work in one direction, click the in the mid, and it will look like this:
Now the connection works only one-way, from #1 to #2. You can also set it the other way around, so that only pipe #2 would be teleported to pipe #1.
You can also set multiple connections for one ID, now the items will be distributed randomly.
If you set a connection to 0, the items will be dropped. In this example, one third is teleported to #2, one third is dropped and one third is teleported to #3. On the left side you can change the connection type from item teleportations to liquid ones. The ids are bound to the connection type, so you can have Liquid Teleport Pipe with id 1 and Item Teleport Pipe with id 1, it will not mix. Be careful to select liquid if you want to teleport liquids and the other way around.
4. Make it working
Every time an item is teleported, it will need power. Therefore, you’ll need a Power Receptor, to deliver power to the Control Station. They are crafted like this:
For them you’ll need two connection cables:
You can also place Connection Cables to connect Power Receptors or Quantity Upgrades with the Control Station or with other Power Receptors or Quantity Upgrades. All blocks, which should interact with the Control Station, have to be connected with it. Now your setup may look like this:
Every Power Receptor can store up to 10.000 MJ Buildcraft energy, more of them will simply add more space. If you right-click them, you can see the amount of MJ, that is stored. Per default, every stack that is teleported will need 5 MJ and every item 1 MJ. So, if you teleport one dirt, you will need 6 MJ, 5 for the stack itself and 1 for the item. If you teleport a stack of 64 dirt, you’ll need 69 MJ, 5 for the stack and 64 for the items. You can change this in the config settings.
The last thing, that still needs to be done, is to finally make it working. Deliver power to the Power Receptor, it will accept power from Buildcraft-Engines and Conductive Pipes:
Now you can teleport your first items! For more connections, simply add more Quantity Upgrades; just make sure you have enough energy available. To make the power delivery more comfortable, you can set gate conditions for Buildcraft Gates:
The one, I actually have enabled is true, when there is space for energy in the system.
The first one is, when there’s power in the receptor, second one when it’s full, third one, when it’s empty.
Always keep in mind, that the head of the system is the Control Station itself. If it is destroyed, all connections will be lost together with all power, which is stored. Pipes are always connected to one single Control Station, so more than one in a system will simply break it.
Extend the system as big as you like and give it a better look with the help of Connection Cables!
Thanks to LordTyronus for the showcase:
- Give the pipes a more unique texture
- Updated to latest buildcraft
- Added recipes to exchange pipes after they are crafted
- Added Conductive Teleport Pipe (only connects to other Conductive Pipes) Default power loss is 1%
- Changed visual connection conditions of Power Receptor a bit
- Added Support for IC2 energy (6EU equal 1MJ, adjustable in the configs)
- Changed Item Teleportation Mechanic a bit (hopefully better now)
- Added Support for RS485's Logistics Pipes (You have to set it to both directions)
- Added mcmod.info file
- Fixed bug teleported Items fell out of pipe
- Added Recipe for Portable Linking Device to link Teleport Pipe
- Updated to Minecraft 1.4.6 and the actual Buildcraft
- Fixed Exception in Teleport Pipe Gui
- Added Portable Linking Device(still some work to do)
- Fixed Chunkloading bug
- Added Gui to Teleport Pipes with some information like possible destinations and the id of the pipe
- Fixed bug where Control Station Upgrade Core and Chunkloading Core could be stacked together
- beta1.1 (Tutorial updated)
- Fixed empty site on QuantityUpgrade
- Improved visual connections of PowerReceptor
- Changed Texture of Teleport Pipe (I hope it's better now)
- Added Liquid Teleport Pipe
Important: It's just a beta, so backup your world before installing
Please give me a detailed description if you find any bugs
WARNING: Dont't even try to put these things on Redpower Frames, something bad will happen
Latest version: beta1.9
You can use this mod in a modpack.
May 18, 2013pixlepix posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve KnowledgePosted in: Minecraft Mods
KAMI IS NO LONGER A SEPERATE DOWNLOAD. ITS NOW A CONFIG OPTION, ENABLED BY DEFAULT
DISCLAIMER:Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Pixlepix), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.
Psst, you can follow progress on this mod by me (Please feel enouraged to hop on irc. irc.esper.net: #pixlepix .
REPORT ALL BUGS AT: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issuesThaumic Tinkerer is a spiritual successor to Vazkii's Elemental Tinkerer mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor;s Thaumcraft 4. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. Researches that come from this mod are prefixed as [TT] for easy labelling.
As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:
What do these things do you ask? Well, you'll have to figure it out yourself
Down here there would be videos. But as of the 2.0 version of the mod, they're all outdated, since lots of superfluous items have been removed. Updated videos will be placed here as they come.
Thaumic Tinkerer by Pixlepix is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the Thaumcraft 4 thread, since my mod depends on it. You can distribute TT in modpacks at will, but Thaumcraft is a different matter.
(Hey you, read this)
KAMI is a separate module in Thaumic Tinkerer, you can download it in the typical downloads section alongisde the rest of the mod, just drop it in the mods folder as you normally would.It includes incredibly powerful and expensive blocks. How powerful you ask? Look below:See that hole? I dug it in a few seconds. See that pouch in my bar? It stores more than 4 mundane chests together. Still not convinced? Look at what you can do with it, check out this gif.
This mod includes features exclusive to ComputerCraft and ForgeMultipart, for the full experience, these are recomended, but by no means required.
Source Code (github)The Github contains localization files, the mod can be localized. Currently it's available in English, German, Chinese and Russian.
Banner (copy to your sig!):
Q: Can I use this mod in a modpack?
A: Read the License section of this thread.
Q: Any other mods by you?
A: Check my website.
Q: How can I contact you?
A: See above.
Q: (Insert any other question here related to me, not my mod)
A: See above, About me section.
Q: Haven't I seen those sprites before?
A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.
Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?
A: In theory it should work, it probably will, you should try it yourself to find out.
Q: Why are there things in the thread? (May or may not be)
A: Because Minecraft Forums is stupid.
Q: Why is the Awakened Ichorium Pickaxe so slow?
A: Enchant it with efficiency 5 and get a pair of Boots of the Horizontal Shield and tell me it's slow.
Q: I can't find anything from KAMI, what do you need?
A: Every single research not related to KAMI, and then it'll unlock. You can find it in the artifice tab.
Q: I get the above error when I try to load up KAMI, how do I fix this?
A: Redownload it.
- Searge and the MCP Team for creating the amazing Minecraft Coder's Pack;
- SpaceToad, Eloraam, LexManos, cpw and the rest of the Forge Team for creating Minecraft Forge, which made my mod, and many others able to exist;
- Azanor for creating Thaumcraft, of course;
- MartysGames and TheAtlanticCraft for early support;
- Haighyorkie for... something;
- TheWhiteWolves for being an awesome beta tester, reporting lots of broken stuff and adding some awesome features;
- Vexatos and crafteverywhere for translating the mod;
- The Forgecraft Folks for helping to kill bugs.
Like the mod? Click that green arrow down there [represent]
Sep 18, 2012This mod is no longer being developed or available for download. Check out the sequel here:Posted in: Minecraft Mods
Jan 5, 2015About the aspect system: Right now, I think you've got a pretty good setup. Some aspects are rare and precious, some are common and nearly useless, some are "ordinary stock" that are fairly common, but still need to be produced in quantity. That's balance in action.Posted in: Minecraft Mods
Also, many of the aspects which are useless as essentia are very useful indeed for the research minigame: Some, like arbor, are simply plentiful compounds of a given primal, while other provide strategic links among the aspects: for example, Victus by itself lets you go from Aqua or Terra to Victus and back to either of them in two hexes (not counting the starting hex) -- but if you have an odd number of spaces to cover, that's a problem. Herba and Limus let you draw a three-hex cycle, from Aqua or Terra back to either Aqua or Terra. Similarly for Humanus/Instrumentum and Fabrico, and a few other options around the graph.
Jun 26, 2011MatrexsVigil posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)Posted in: Minecraft Mods
Please note: I am no longer using Adfly or any other ad services for my mods. If you've ever thought of donating, please consider doing so.
I now have a Patreon page! http://www.patreon.com/pamsmods
It's still pretty empty because I'm still learning how to set it up but if you donate/become a patron, it'll go to my Paypal account. If you have any suggestions of what I should put on there, let me know!DOWNLOADSSorry guys. The forum update broke the links, and I can't seem to fix them. They keep re-directing to the forum page.
Here is a direct link to all my mods together in one RAR file. You'll need to extract them from the file to use them in the mods file.
Feb 9th, 2014 - Happy New Year everyone! Sorry for my absence, but I've been looking for a job and dealing with my anxiety and bi-polar issues. I've been attempting very hard (see the last few pages of this thread) to update my mods to 1.7.2 but this update has been a disaster. You'll probably notice a LOT of other modders haven't updated either. We're trying but really, we all might have to wait for a much more stable version of MCP/Forge to come out or even for 1.8 itself!
Sept 28th, 2013 - HarvestCraft 1.6.4 v.1.1.4 (All mods now work with 1.6.4 - Tested with Forge1.6.4-188.8.131.528)- Fixed Raisins name- Added a way to turn on/off making salt from water buckets in the config
Download and install the latest version of Minecraft Forge. Download and place any of my mod ZIP files in the /mod/ directory of your /Minecraft/ folder. Done.
Texture Pack Support
Before you post any errors with my mods, please read the following:
If Minecraft comes up with a crash screen, or you look in your Minecraft Forge error log and you see the following in any fashion or combination:
java.lang.IllegalArgumentException: Slot #### is already occupied by mods.AnotherMod.BlockAwesome@4436289f when adding mods.PamMod.BlockPamWhatever @3fa501b5
DO NOT POST IN THE THREAD. You are having a Block ID/Item ID conflict. Please open the config files for the AnotherMod and the PamMod in question located in /.minecraft/config/ in a program such as Notepad++.
Find the entries in both config files for BlockAwesome and BlockPamWhatever that is causing the issue. Figure out their Block IDs. Change one ID from the conflicting number to another number between 300 and 4096. Most often you can change the first or second number and be safe. Most of my mods use the IDs from 39XX to 4096.
I hear by give permission to any non-profit mod pack to use any of my mods listed for Minecraft Version 1.4.6 or higher in their mod packs without needing written permission from myself as of January 28th, 2013. You may not claim my mods as your own and must credit myself and Rhodox of the Painterly Pack in your forum post and/or area of download links.
NOTE: No longer includes Get all the Seeds! mod, you must download it separately.
HarvestCraft 1.6.4 Recipes- Text File - Use search function to find names of what you want - Almost no java code this time
Do you want hunger and food to matter more with HarvestCraft? Hunger Overhaul Mod
Fish fillets and seaweed from Aquaculture will work with HarvestCraft!
NOTE: If you try to break a crop/fruit block and it doesn't break instantly, it's not ripe! Re-growth crops need to be right-clicked to be harvested.
57 new crops
16 wild bushes to find in the wild
22 fruit trees growing across the world of Minecrafia
Over 300 new foods to prepare and items to collect
Eight cooking tools
A peaceful, non-violent way to make string and cloth
Colored cloth stairs and slabs
A non-bee farming way to aquire wax
Hardened leather armor
An easier way to use water and milk in recipes
Sink block (available in four textures) for infinite water
Sheeps drop mutton
Squids drop calamari
Uses the Ore Dictionary for everything
An incredibly detailed config file for turning almost everything on/off as you wish
Vegan/Vegetarian Food options using tofu!
Bakeware, Pot, Cutting Board, Mortar and Pestle
Juicer, Mixer, Skillet, Saucepan
How Crops Work
Crops in HarvestCraft work by default a bit differently than in vanilla Minecraft. There are two kinds of crops--normal and re-growth. To find seeds for my crops, break tall grass or find bushes out in the wild.
Normal crops grow through three stages of growth (that takes a bit longer than vanilla wheat to go through eight stages) and when mature can be broken, dropping 2-4 items of that crop with no seeds. You can also turn on seeds dropping from normal crops in the config file (the normal crops will then drop one crop item and 1-3 seeds).
All of my crop items can be used as seeds when planting (think potatoes and carrots in vanilla Minecraft).
Re-growth crops also grow through three stages of growth and when mature, you can right-click on them to harvest a single crop item. The re-growth crop will then reset a stage to grow again without you having to re-plant.
If it takes more than 1/10th of a second to break a crop, it's not mature.
Updated Crop and Fruit pictures by MAXIMEbrx
List of Normal Crops: Asparagus, Beans, Beet, Broccoli, Celery, Garlic, Ginger, Lettuce, Onion, Peanut, Pineapple, Radish, Rice, Sweet Potato, Tea, Turnip, Barley, Cauliflower, Leek, Oats, Parsnip, Rye, Scallion, Soybean
List of Re-growth Crops: Bellpepper, Cantaloupe, Chili Pepper, Coffee, Cucumber, Eggplant, Mustard, Peas, Tomato, Zucchini, Artichoke, Brussel Sprout, Cabbage, Okra, Winter Squash, Corn, Cotton
List of Trees: Apple, Avocado, Banana, Cherry, Cinnamon, Cococnut, Dragonfruit, Lemon, Lime, Mango, Nutmeg, Olive, Orange, Papaya, Peach, Pear, Peppercorn, Plum, Pomegranate, Starfruit, Vanilla Bean, and Walnut
List of Bushes: Blackberry*, Blueberry*, Cactus Fruit*, Cranberry, Grape*, Kiwi*, Raspberry*, Spiceleaf, Strawberry*, Sunflower, White Mushroom, Rhubarb, Rutabaga, and Seaweed
* Bushes marked with asterisk are re-growth crops
HOW TREES WORK
FRUIT TREE GALLERY
These pictures are for reference of the fruit growth stages only. Fruits can grow on three different types of trees depending on biome.
This mod adds fourteen new flowers that generate naturally across the world, giving the game a bit more color. You can also use flower seeds to plant and grow more flowers just like wheat! In versions for 1.5.2 or higher, you can also craft flowering vines using three flowers on each side of the crafting grid to get six vines. In versions for 1.6.2 or higher, all crops now use a tile entity (so they take up 1 block ID) and if you have GalatiCraft installed, alien flowers will spawn on the moon! You can re-name flowers (normal and moon) in the config file as of 1.6.2
Read the Config File Directions and Recipe guide to get the most out of this mod.
Block IDs: 4000 Flowers, 4001 Crops, 4002 Moon Flowers, 3100-3115 Vines, Item IDs: 14001-14016, Config File: Yes
Would you like a flower pot that will work with my flowers (and even saplings)?
If you have GalactiCraft installed, Moon Flowers spawn on the Moon! (Set to 0 rarity in config to stop this)
Config File Directions
Block IDs - You can set these up to a maximum of 4096.Item IDs - You can set these up to a maximum of 30,000(?).tallgrassdropsflowerseeds - Normally set to false, set this to true if you want flower seeds to drop from tall grass along with wheat seeds.flowerseedRarity - Normally set to 10, this makes flower seeds drop as often as wheat seeds. Lower this number to make them drop less often.flowerdirectlytodyerecipes - Normally set to false, set this to true if you want a single flower to turn into two dye in the crafting grid (like red and yellow flowers).redstoneflowerdyerecipeOutput - This number determines how many dyes you get from crafting the redstone + water bottle + flower recipe. Can be set as high as 64.flowerseedrecipeOutput - This number determines how many seeds you get by combining two flowers in the crafting grid. Can be set as high as 64.enablefloweringvineblocks- This turns on and off flowering vines in the game (only in versions of this mod for MC 1.5.2 or higher)
The output of all recipes is determined by the config file above (except for dyeing wool). All recipes work with all flowers.
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: 3077, Item IDs: ---, Config File: Yes
Mob Drop Crops
(Pictures when I have time)
This mod is meant for folks who like to play on Peaceful or who have taken mobs out of their game some other way. Bushes spawn in the world that when broken, drop a mob item. Blaze Flowers and Tear Chalices can only be found in the Nether. You can then take that mob item, combine it with wheat seeds, and get a mob drop seed.
Blaze Flower - Blaze Rod - Nether
Bone Pile - Bone - Deserts
Creeper Pod - Gunpowder - Forests
Ender Pedestal - Eye of Ender - Jungles
Eye Bush - Spider Eye - Beaches
Rotten Mound - Rotten Flesh - Plains
Slime Puddle - Slime Ball - Swamps
Tear Chalice - Ghast Tear - Nether
You must plant mob drop seeds on slow sand in order for them to grow. If a crop doesn't break immediately, it's not mature yet. All crops except the Creeper Pod and Slime Puddle drop 2-4 items upon breaking. Creeper Pod and Slime Puddle only drop one item.
Most of the crops grow normally, although the Creeper Pod grows like a melon/pumpkin (you must have slow sand around the vine for the Creeper Pod to grow) and the Slime Puddle grows like mushrooms (you must use a large patch of slow sand in order for the Slime Puddle to expand). Crops, pods, and puddles can grow slowly.
You can use the config file to turn off each of the 'bushes' generation and change the rarity.
Warning: This mod is super over-powered in a standard world with mobs.
Block IDs: 2830 - 2834, Item IDs: 12030 - 12037, Config File: Yes
This mod adds in three new sets of tools (cactus - wood, sandstone - stone, and glass steel - gold), a new armor set (cactus - leather), sixteen desert-themed plants that only spawn in desert biomes, glass steel ingots (made from three glass and one iron), a glass steel window (resists explosions), and a recipe to turn cactus blocks into planks.
This mod ads in glass stairs, slabs, and tile blocks.
This mod currently adds in a venus fly trap plant that generates in swamp biomes. They deal damage like cacti when bumped, but you can break them and re-plant them where you'd like. You can change their frequency and Block ID in the config file.
Below you'll find all my small and simple mods that add very tiny changes to the world to make things a little bit better. =)
Pam's Get all the Seeds
This mod makes all the seeds in the game in addition to wheat drop from tall grass. Use the config file to turn off seeds dropping or change their frequency.
Block IDs: None, Item IDs: None, Config File: Yes
Pam's Clay Spawn
This mod adds in clay deposits underground with the frequency and density of iron deposits.
Block IDs: None, Item IDs: None, Config File: No
Pam's Huge Mushroom Spawn
This mod adds giant red and brown mushroom spawns across several biomes. Change their frequency in the config file.
Block IDs: None, Item IDs: None, Config File: Yes
Pam's Melon Spawn
This mod adds melon patches in the world similar to pumpkin patches in forest, plains, swamp, ocean, and jungle biomes.
Block IDs: None, Item IDs: None, Config File: No
Pam's Simple Recipes
This mod adds several crafting and smelting recipes to the game.
Block IDs: None, Item IDs: None, Config File: No
Sapling (any) = Stick
Gravel x9 = Flint
Smelt Rotten Flesh = Leather
Smelt Sandstone = Glass x4
Pumpkin x2 = Orange Dye x8
Yellow Flower + Red Flower = Orange Dye x4
Bone x2 = Stick x4
Sandstone = CobblestoneCactus = Oak PlankWheat x2 = Seeds x2
Feather + Paper + Ink Sac + String = Name Tag
Block of Iron/Gold/Diamond + Leather x3 = Iron/Gold/Diamond Horse Armor
Leather x5 (in helmet shape) + Diamond in middle + Gold Bar x2 on bottom edges = Saddle
Aug 26, 2011Sophisticated WolvesPosted in: Minecraft Mods
What is Sophisticated Wolves? It's a mod that aims to improve wolves in the games through a series of gameplay tweaks, AI improvements, and added features. The focus is not to have overpowered items or crazy abilities, but rather balanced additions that make sense in the world of MC. Essentially, wolves should be able to better respond to your actions and take care of themselves, so you don't have to consider them a liability when mining, exploring or fighting.
NightKosh has taken over updating the mod using Forge, check out his page for more!
Requires ModLoader! NOTE: If playing on 1.6.2 it is recommended that you install this Modloader patch by acomputerdog or use Forge Modloader.
1. In your /.minecraft/versions folder make a copy of the 1.6.2 folder
2. Name this folder something like "1.6.2 Mods" or "1.6.2 Wolves"
3. Open the new folder, and rename 1.6.2.jar and 1.6.2.json to match the name you chose in step 2
4. Open the .json file using a text editor like Notepad (or preferably Notepad++)
5. On the first line where is says "id" change 1.6.2 to the name you chose in step 2
6. Save and close the file
7. Install ModLoader (and any patches) in the .jar file
8. Unzip the sophwolves folder
9. Drag the assets folder and all class files into your .jar
10. From the launcher, select Edit Profile and choose your new modded 1.6.2 in the versions drop down menu
This mod modifies the EntityWolf, RenderWolf and EntityAISit files, and uses item IDs 1558-1559.
This mod may NOT be compatible with the following mods:
- Better Than Wolves
- Mo' Creatures
One of the most oft-requested features, names to differentiate between your pets. Craft a leather Dog Tag and you'll be able to give your pet a proper title (12 chars max). They behave like normal player nametags when standing but are not visible through walls when sitting.
Nameplates will also change color according to the health of your wolf. White = full health, and it gets progressively more red as a wolf's health goes down.
For those who want the recipe:
*String can also be placed diagonally above leather
No more accidental breeding, wolves now have a new item to get them in the mood. Feed two tamed wolves a Dog Treat made out of two wheat and a porkchop (raw or cooked) and they'll produce a puppy. Puppies are automatically tamed and will inherit a parent's breed.
For those who want the recipe:
*Works with either raw or cooked pork
Wolves' appearance will vary depending on the biome they spawn in. Taiga wolves are the classic gray, while forest wolves are light brown. You can also find black and dark brown wolves, but these colors are harder to find than their lighter counterparts.
Tired of your wolves burning to death? So are they. If they happen to catch on fire, they'll stop and shake to put themselves out.
Wolves are loyal, not stupid. If they see a Creeper about to explode they'll scatter regardless of what you're doing.
Like ocelots, wolves will spawn sporadically in Taiga and Forest biomes and only become persistent when tamed. This also means they won't stick around if you wander off so be sure to bring bones with you if you're looking for wolves!
Wolves will now also gobble down fish and gain the max amount of health whether their meat is cooked or raw. In addition, they will no longer wander around while begging, so you don't have to chase them down trying to feed them.
Crouching with Shift will make any wolves currently attacking a creature stand still and stop attacking. Holding down Shift for around 5 seconds will cancel their attack entirely, so they don't slaughter your flock of sheep because you accidentally punched them. Wolves will also lose interest in a target if you're far enough away from it when they teleport to you.
Peace of Mining
Wolves will no longer wander around and bump into you when you're mining or on a ladder, instead they'll wait patiently for you to finish (unless you're being attacked by monsters of course).
Evil Detecting Dogs
Though they won't attack Creepers, wolves will growl to alert you if one is nearby.
Want to use a texture pack instead of biome-specific wolves? Don't like wild wolves despawning? Want to set breeding back to default? Change it in the config file, located in your .minecraft/config folder. You can also change the ID numbers of the items if you run into a conflict with other mods.
Smarter teleportation, fire avoidance, more responsive interactions, and many other various bug fixes and tweaks have been made to improve your experience with wolves. Check out the changelog for more detailed notes.
RickyTheHedgehog made this great 32x resolution Dogtag sprite for those who use a 32x texture pack. To install, open the minecraft.jar and replace the dogtag.png in the sophwolves/items folder with the one from the link below.
+updated to 1.6.2
+updated to 1.5.2
+fixed feeding wolves sometimes crashing the game with other mods installed
+fixed wolves sometimes getting stuck standing up when owner is attacked
+updated to 1.5.1
+updated to 1.5
+updated to 1.4.7
+fixed wolves not defending owner
+wolves won't defend owner further than 12 blocks
+added Nametag and Dog Treat to creative inventory
+updated to 1.4.4
+made rare wolf breeds a little rarer
+no longer modifying base EntityAI files
+secret unfinished feature
+updated to 1.4.2
+wolves' defending owners reset to default due to changes in attacking mechanics made by Mojang
+EntityTameable no longer modified due to teleporting pet bug being officially fixed
+a little spring cleaning
+updated to 1.3.2
+a little spring cleaning
Migrated the following features over to 1.2.5
+nametag for naming wolves
+nametags change color to reflect health
+dog treat for breeding wolves instead of meat
+added 2 new rare wolf breeds
+puppies now inherit their parent's breed
+wolves will respawn
+reduced wolf spawning rate (not changed if persistent)
+wolves will growl if creepers are nearby
+wolves bark less when sitting down
+wolves won't wander when begging
+wolves eat raw and cooked fish
+raw food now restores same amount of health as their fully cooked counterparts
+smoke particles appear when feeding
+can sit wolves at full health while holding meat
+increased untamed wolves' max health
+wolves follow owner more closely
+teleporting far enough away will clear a wolf's attack target
+sitting clears a wolf's attack target
+wolves will beg for fish and breeding food (only if they haven't bred recently)
+wolves will shake to put out fire
+wolves will teleport on top of transparent solid blocks (ice, glass, leaves, cactus)
+wolves will not teleport into transparent solid blocks (ice, glass, leaves, cactus)
+wolves will not teleport into fire, lava or water
+added attack canceling as new EntityAI file
+added mining pausing as new EntityAI file
+added fire avoidance as new EntityAI file
+added new behavior, creeper avoidance, as new EntityAI file
+fixed bug where tamed wolves could become angry
+fixed bug where tamed wolves could despawn if angry
+fixed puppies not spawning with full health
+fixed wolves teleporting to the player after their chunk is unloaded
+added config file, you can now change item ids, toggle wolf respawning/despawning and custom wolf textures.
+fixed bug with wolf breeding
+updated for 1.1
+a little spring cleaning
+added wolf breeding and puppies
+puppies will follow the player but won't attack mobs
+added dog treat item for breeding
+added biome-specific wolves and brown wolves that spawn in forest regions
+fixed being able to name other players' wolves
+fixed wolves not responding to right clicks when full and player is holding meat
+added alternate dogtag recipes
+updated for 1.0.0
+balanced wolf spawning rate
+wolves respawn (still being tweaked)
+wolves now teleport onto ice, and should not teleport on cactus or into lava/water/fire
+increased wild wolves' max health to 6
+wild wolves will only attack sheep if angry
+updated for 1.8.1
+health restoration from meat set to vanilla MC values
+wolf nametags change color to reflect wolf health
+fixed wolves turning black while wet
+making a wolf sit will cancel that wolf's attack
+Tweaked following behavior to make large packs of wolves less annoying
+slightly improved navigation around fire/cactus
+nearby wolves won't wander around while you're mining
+wolves won't move/teleport while you're on a ladder
+Changed pork (raw/cooked) healing to 4 hearts
+Wolves now eat fish (raw/cooked) for 2.5 hearts
+smoke effect shows when healing
+wolves now follow more attentively
+wolves will not wander while sneaking or while begging for food
+if standing in fire, wolves will move away
+if set on fire, wolves now shake to extinguish themselves
+wolves growl when creepers are nearby
+wolves bark less when sitting down
+right clicking with food in your hand while a wolf is at full health no longer makes him sit
+added dogtag that allows you to set customizable names
+wolves will not attack while sneaking and will cancel their attack if you sneak for ~5 sec
+wolves will cancel their attack if they teleport far enough from the target
These versions are no longer supported, install at your own risk. They require the corresponding release of ModLoader for each Minecraft version
v2.1.3 for MC 1.5.2
v2.1.2 for MC 1.5.1
v2.1.1 for MC 1.5.1
v2.1.0 for MC 1.5
v2.0.2 for MC 1.4.7
v2.0 for MC 1.4.2
v1.9 for MC 1.3.2
v1.8 for MC 1.2.5
v1.7.2 for MC 1.1
v1.7.1 for MC 1.1
v1.7.0 for MC 1.1
v1.6.0 for MC 1.0
v1.5.1 for MC 1.0
v1.5.0 for MC 1.0
v1.4.1 for MC Beta 1.8.1
v1.4.0 for MC Beta 1.8.1
v1.3.0 for MC Beta 1.8.1
v1.1 for MC Beta 1.7.3
v1.0 for MC Beta 1.7.3
RaustBlackDragon for help with fixing wolf breeding
Feel free to leave a comment below. I'm continually updating this mod (more improvements to come) so I appreciate the feedback!
Aug 7, 2013AUTOMATIC_MAIDEN posted a message on Idfix and Idfix Minus: mods for resolving Id conflictsThere are two mods in this thread. They both attempt to resolves ID conflicts for blocks and items for mods, but in different way.Posted in: Minecraft Mods
Idfix overrides Id values at the very core of Minecraft objects, in constructors, which, while effective, may have undesired effects: a mod would request to create a block with an Id of, say, 500, and created block would get Id of 4095, because Idfix overrides it to prevent a conflict. Most mods can handle this situation just fine, but some break in most unimaginable ways. Another disadvantage of Idfix is that it overrides the whole configuration system: you have the idfix.txt file with actual block/item Ids, and whatever is written in mod's configuration becomes almost irrelevant.
The mechanism of Idfix mod is taken directly from ID Resolver by ShaRose.
Idfix Minus is the new iteration of the Idfix mod. It overrides the (broken) Minecraft Forge Id resolving algorithm. With Idfix Minus, all fixes to block and item Id conflicts go directly to mods' config files. It's called Idfix Minus because after the conflicts are resolved, you can remove Idfix Minus mod, and things will keep working. The downside of Idfix Minus is that it doesn't fix conflicts for mods that don't use forge configuration module. The good news is that I have not been able to find one for 1.6.4.
Idfix Minus creates a list of all items/blocks Ids named idfixminus.txt. The existence of this global file is what allows to fix the not working Forge ID resolving algorithm. When all Ids are esolved and written into mods' configuration files, you can remove both the Idfix Minus mod and idfixminus.txt file. But, if at later point you want to add another mod to your set, you have to have both Idfix Minus mod and the idfixminus.txt present. So it's a good idea to keep the latter forever. In case idfixminus.txt is lost, you can regenerate the file by running minecraft with Idfix Minus installed: do that before adding new mods.
If you don't know which version you want, get Idfix Minus.
In any case, don't install both.
Downloads for Idfix Minus:
Downloads for Idfix:
1.6.4: idfix-1.6.4-1.1.0.jar (alternative download )
NOTE: If the extension of the file you downloaded is .jar.zip, you have to rename it to .jar to make it work
(WARNING: 1.0.X versions are not compatible with 1.1.X - delete Idfix.txt if you have to upgrade).
1. Install Minecraft forge.
2. Put the .jar file you downloaded into mods directory.
As long as you do not change my mod, you may use it any way you want. If you make any changes (or borrow code) and intend to distribute your derivative work, you need to make the source code for all of it available to public.
If that's not obvious from previous paragraph, you are allowed to include it into mod packs of any kind, without asking for permission.
Additionally, because of the nature of how Idfix Minus works, you are able to release your modpack without including it at all, while still benefiting from Id resolving it provides. If you use Idfix Minus to resolve Ids in your modpack, please add it to credits page, whether you include the mod itself or not.
Q: How do I know I'm running Idfix?
A: ForgeModLoader-client-0.log file will have this line if you're running Idfix: [ForgeModLoader] Loaded coremod IdfixCore. If this line is missing in ForgeModLoader-client-0.log, you are not running Idfix. One possible cause it that the idfix mod file has extension .zip for some reason (I think newer firefox might be causing that) - rename it to .jar to make Forge recognize it as coremod which it is.
Q: Does Idfix work on a server?
A: Yes, this mod works both on client and server. In order for players to join the server, they must have the exact set of forge mods (with the exception of possibly some client-only mods like minimap: those can be on client and not on server) as the server is running, and the exact configuration of mods the server is running. This means, particularly, that if you're running server, you have to distribute the config directory and idfix.txt file to all players who want to join your server. The way Minecraft is right now, I don't see an easy workaround for this.
If you are creating a server, the easiest way is to set up your mods in a singleplayer game, and then copy configs to server, at least that's the way I do it.
Q: I get an error: A mod has attempted to assign BlockID XXX to the Fluid 'diesel' but this Fluid has already been linked to BlockID YYYY. Configure your mods to prevent this from happening.
A: From what I understand, this is happening because two mods are setting fluid (a special concept introduced by minecraft forge) named 'diesel' each to its own block. Forge does not want to deal with a situation like this (even though it should), and just exists with an error. This would happen even without reassigning IDs, so this is not a problem 0f Idfix.
MickyFoley has suggested an easy solution:
• Open forge.cfg
• Locate B:forceDuplicateFluidBlockCrash=true
• Set it to B:forceDuplicateFluidBlockCrash=false
Q: A game crashes in a very suspicious way, and after a long time of staring at "shutting down internal server", I find "java.lang.OutOfMemoryError: PermGen space" in game logs.
A: This is an oddity of Java. Fix it by adding -XX:MaxPermSize=128m to your JVM Arguments option of your profile in launcher.
Q: I still get block conflicts even after installing the mod.
A: (this only applies to Idfix - not Idfix Minus) Some mods don't want to play nice with an external mod changing their IDs. MrCrayfish's Furniture mod will silently ignore everything, but will use incorrect IDs when interacting with its blocks, producing very unwanted results. AE will refuse to create a block if it thinks there might be a conflict. My mod resolves conflicts when mods create blocks with conflicting IDs, but AE stops working before that. So, Idfix by itself does not have a solution for a problem like that. When you are creating a pack of mods and don't yet have a world populated with blocks, there is a way to handle this problem by letting those mods that don't play nice with Idfix claim IDs they want:
1. Delete the Idfix.txt file, delete configs directory.
2. Move all mods away from the mods directory.
3. Put mods that don't play nice (you usually can figure out what those are by examining log files) and idfix mod into the mods directory.
4. Start the game. Pray it works. If it doesn't, you're on your own (but most often it will).
5. Put all mods back into the mods directory.
What happens is those bad mods receive IDs that they want, when launched without all other mods, and Idfix remembers which IDs those are. After this, when IDs for bad mods are stored in the idfix.txt file, you can add all other mods to the mods directory, and it's going to work.
Here's the list of mods for 1.6.2 that I know don't behave nicely:
Q: Why do I have to use Idfix? I can assign all my IDs manually?
A: You don't have to. I use Idfix as a tool to make my like easier, and I released it for some people who want to try it. Repeatedly posting in this thread about how you keep assigning your IDs manually only serves to make you look like an .
Q: I have some other problem that is not addressed by this FAQ.
A: Make sure that you are running Idfix. See answer #1 for that. If you are, please be as descriptive as you can and make a post about your problem. I try to help when I can, but to posts that don't even attempt to describe an error, I won't even respnd.
Oct 23, 2013It would be nice to have an Invert golem upgrade. Instead of the filter on a golem used to specify which items the golem removes its used to specify which items the golem doesn't take.Posted in: Minecraft Mods
So just to be clear because I use words good and everything.
Normal Empty golem with Iron bar and Gold bar as the filter items will remove just them 2 items.
Invert upgrade Empty golem with Iron bar and Gold bar as the filter items will remove all items except Iron bars and Gold bars.
Oct 23, 2013Diary entry, 24/10/13Posted in: Minecraft Mods
My trading efforts with the little creatures known as pech continue. They have given me many magical beans (In return for gold. The cow/magic bean exchange rate has risen sharply), however none of them hold the exanimis aspect I seek.
I accidentally dropped my magical hand mirror while trading earlier, and it was swiftly snatched up. I shall have to find a new band of pech now. These ones have been cut in half with a sword.
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