- Registered Member
Member for 9 years, 11 months, and 25 days
Last active Tue, Nov, 7 2017 17:51:56
- 0 Followers
- 1,064 Total Posts
- 26 Thanks
Jan 29, 2012IMHO all regenerations should be half a heart. The only aspect that should change should be the time between regeneration ticks. At the easiest settings and well fed you should regenerate in about a minecraft hour (1 minute). On the hardest settings it would make sense to take a week (1 hour).Posted in: Minecraft Mods
Jan 28, 2012seronis posted a message on [1.3.1] Reedstone v3.0 [SSP|SMP] - No longer a thingForge gets installed over both ML and MLMP. Its an additional set of API hooks providing a lot of features. Go look it up.Posted in: Minecraft Mods
Jan 28, 2012Is it really that hard to understand that the separate files is so the mod maintains proper modularity? Download what you want. Dont waste bandwidth on what you dont. I dont see people whining to other modders who have a dozen mods that they need to bundle them all up into one download. These are different mods, offering different features for people who want them, while maintaining a common theme.Posted in: Minecraft Mods
Really just stop whining about it.
Jan 26, 2012seronis posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]Just figured out that you can have your markers save a building of nothingness. Have a 'building' that just levels the ground in a 30x30 area. This is extremely useful and near instant as the sims dont have a delay when turning blocks into air to match the blueprints.Posted in: WIP Mods
Aug 16, 2011seronis posted a message on [1.0.0] Seronis' Mods (3 Dec, Repair, TeleCompass)WARNING: I AM STILL OBSESSED WITH SKYRIM. UNTIL THIS NOTICE IS REMOVED MODS UPLOADED WERE RUSH UPDATED AT SOMEONES REQUEST AND ARE NOT TESTED LOCALLY. BEST GUESS THAT THEY SHOULD WORK AS STATED BUT I HAVENT YET FAMILIARIZED MYSELF WITH ALL THE CHANGES SINCE BETA 1.8.1 SO THERE MIGHT BE ISSUES. PLEASE JUST REPORT THEM IN THE THREAD.Posted in: Minecraft Mods
NOTE: assume any mods of mine require Risugamis' ModLoader, ModloaderMP and MinecraftForge installed first. They probably dont require all that but I personally USE those API mods and will not make an effort to avoid any dependancies that might creep in.
Lisence information is located in the README inside the archives.
Mods updated for Minecraft 1.0.0:
Craft Repair . . . . DOWNLOAD: 1.0.0
This mod unlocks the chainmail armor that is already in the game by supplying recipes that use a combination of leather and iron to craft all the pieces (effectively making it Brigandine Armor in cost). The mod also allows the player to use the 3x3 crafting grid to repair damaged armor, swords, shovels, pickaxes, axes, and hoes. All objects that are repairable let you cannabilize two damaged objects to make one new one by placing one damaged item in each of the bottom corners of the crafting grid. Armor can also be repaired by placing the damaged armor in the bottom center with an appropriate material on each side of it. For brigandine armor you need a leather on one side and iron on the other side. You can also create brigandine by attempting to repair leather armor using 2 irons, or repairing iron armors with two leathers.
For all tools you need to place your nearly broken tool in the bottom of the crafting grid in the center column. Shovels and Hoes only need their handles replaced so place two sticks, one above the other on either side of the tool. Swords require one ingot of the appropriate material on either side. Other items require both the handle AND a single ore. Wooden tools are not worthy of repair and are thus not repairable.
To craft brigandine armor from scratch (instead of altering broken leather/iron armors) use the standard leather recipes with these adjustments: For boots replace the toes with iron, for leggings replace the knees with iron, for helmet replace top corners, for vest replace the top corners and the sides. No I will not take screen shots. If you have problems with the recipes just experiment or read the code. This mod includes source and class files for both SSP and SMP in the single download.
Teleport Compass . . . . DOWNLOAD: 1.0.0
This mod updates the compass in the game so that it is capable of teleporting you to a saved location. By default this location is the official spawn coordinates for the world (sometimes these are underground even though you spawn above, beware). Right clicking with the compass selected will use up 2 of the 64 charges in the compass to teleport you to the current saved location. Sneaking while you right click will use 8 charges to assign the new teleport location. If you are within 4 blocks of the currently saved destination right clicking will use a mere 1 charge to take you back where you came from making return trips easy. Trying to use the compass when you are standing in a location that is NOT in the same dimension as the saved destination will silently fail without expending any charges (not tested as i dont go to the nether). Compasses are NOT destroyed when their charges are used up, merely no longer useful for teleporting. Only an SSP version of this mod is included in the download at this time.
Mods updated for minecraft Beta 1.8.1:
Lava Furnace . . . . DOWNLOAD: 1.8.1
This mod enhances the default furnace so that it is able to benifit from the passive heat of nearby flowing lava or lava source blocks. A lava source on any side, or any lava below the furnace, is able to provide this passive heat. When using fuel the passive heat will make the fuel burn 25% longer. When no fuel is burning the passive heat alone is able to smelt items but 4x slower than when using fuel. Download contains both SSP and SMP files.
Mining TNT . . . . DOWNLOAD: 1.8.1
This mod adds a configuration file (created after first launch) that allows you to customize whether explosions will harm players, decrease the particle spam for huge explosions, and assign the percent chance that items on the ground during an explosion, and the items dropped by an explosion, will be completely destroyed. It also bundles up surviving items into stacks to reduce the total number of entities in order to increase CPU performance. Config file can assign the max size of these stacks (can be any number up to 64) or even disable this feature by setting the stack size to 1. Items that use a tileentity (like signs, chests, etc) are never bundled into stacks. Download includes both SSP and SMP files. SMP is completely UNTESTED though theorheticaly it should work. Feedback would be appreciated.
Soul Cages . . . . DOWNLOAD: 1.8.1
This mod edits the mob spawner blocks found in dungeons so that they are not destroyed when you harvest them. A cage placed by the player will be empty (no mob visible) since its link to the plane of souls was disrupted when the block was moved. In order to reestablish the link and get the spawner working again the player must craft Soul Gems and deliver the killing blow with one of these gems in order to capture the soul of a mob. The hover text name of the soulgem will show the name of the mob contained inside. Striking a cage with a charged gem will transfer that soul to the cage, making the cage display the mob inside. A single soul is not enough to get the cage to start spawning creatures though. The number of souls required is variable (2 for chickens, up to 10 for creepers/endermen). Once activated a mob spawner will only be able to spawn a max of one creature at a time. Adding even more souls will alternate between increasing this limit, and increasing the distance the player is allowed to be and the spawner still function. Range starts at 16meters (the default for dungeon spawners) and will double to 32, then 64 meters before finally disabling the range limit and not checking if a player is nearby or not. Adding souls to a dungeon spawner just increases its limit. To craft a soulgem place a diamond in the center of the 3x3 grid and fill the outside with an alternating pattern of redstone dust and glowstone dust (4 each). In this version soulgems are not destroyed when used but the final version will have the soulgems be used up (adjustable in config file). This mod is for SSP only and edits the mobspawner block, the spawners tileentity, and adds 2 new class files.
Pumpkin Rebreather . . . . DOWNLOAD: 1.8.1
This mod makes it so wearing the pumpkin helmet acts as a diving helmet. By default when you run out of air while wearing the diving helmet you will only take one damage and the air meter will refill up to your current health level. Alternately you can keep charcoal in your inventory bar to use as an air filter. When that is available you will not take any damage and your air bar will refill completely with one charcoal being consumed in the process. A configuration file is created after first launch. In there you can reassign the ID to be used as a helmet and even designate a 2nd ID to also be considered a diving helmet (useful if you have other mods adding additional helmets). There is a flag you can toggle so that using a helmet without a filter still results in the air meter being completely refilled (damage can not be disabled for non filter use). There is a flag that allows whatever helmet is assigned to the 2nd ID to not CONSUME the filter (but still require its presense). You can even change the id/damage value of the itemstack to be used as a filter. Currently this mod does not contain an SMP version.
Tweaks/Fixes updated for minecraft 1.8.1:
WorldSaveTime . . . . DOWNLOAD: 1.8.1
After installing this mod and running minecraft a configuration file will be created in .minecraft/mods to allow you to set how many ticks you wish to pass between world autosave points. Notchs default is 40 ticks (2 seconds) and this mod changes that default to 6000 ticks (5 minutes) to reduce lag and reduce the number of writes your hard drive suffers. There is also an option in the config file to completely disable autosave.
EntityItem Config . . . . DOWNLOAD: 1.8.1
Creates a config file after first run allowing the user to adjust the length of time an object can remain in the world without being purged. Minecraft default is 5 minutes. Mod default is 10 minutes. Can be set to any arbitrary time ammount measured in ticks (1/20th seconds). Also allows user to adjust the volume level for the 'plop' and 'fizz' sounds played when an item is picked up or in lava respectively.
Discontinued and out dated downloads are located at: Google/Code
Nov 9, 2011seronis posted a message on [1.5.2] AMCO: About 150 of the best mods all working togetherArrrg: amco for the next MAJOR revision of minecraft (1.9) should really start a new thread so that there isnt 100 pages of comments having nothing to do with what is being downloaded.Posted in: Minecraft Mods
Nov 2, 2011A single craftable dirt block isnt worthy of posting to the forums but it _IS_ a great place to start for your first mod. Make the same block work in SMP. That will give you a tiny experience using ModloaderMP. Then you need to make a texture for 4 differently colored types of stone (for aesthetic building reasons). Make all 4 types of stone use the same block ID number but display using the metadata field. metadata has 16 values so that means you can also have each of your 4 different stones have 4 different appearances. Smooth, double slabs, large bricks, small bricks. Make crafting recipes to turn your smooth versions into the detailed versions. Make THIS block also work in SMP. If you cant do this using only 1 block ID then its not worth publishing to the forums.Posted in: Minecraft Mods
Once you get that working stop using metadata and try using a custom tileentity class so that your 1 block ID can do even more styles. A tile entity isnt limited to just 16 values (it can be as complex as you want). Make large cobble and small cobble versions of each of your stones. Make a few fancy 'floor tile' patterns using your 4 stone colors. Add more recipes for creating these more aesthetic blocks. Make it work in SMP. Keep in mind having too many blocks using tileentities does increase cpu load (metadata use is a comparitively immesurable load), so this version wont be worth other people installing but learning to use the tileentites in this simple way will allow you to use them for more complex stuff later. Once its all working in SSP and SMP you can convert this version to take advantage of Minecraft Forge API so that your passive tileentities actually have their cpu load disabled so its worth other people using.
Good luck. (but for gods sake do not post another dirt mod, they're pathetic)
Jul 28, 2011Posted in: Minecraft ModsQuote from Eloraam
That, and if the creator of a mod that I break asks me to, and provides source code, I'll gladly fix their mod to work with it, potentially even adding new hooks so that mods that weren't base-clean before can be now.
This is why Id like YOU to be maintainer of an MCE replacement. If it was you editing world.class then im sure you would be willing to maintain enough hooks in the class that any other mod needing to edit it could just use your file instead.
Quote from Eloraam »
Oh, and now that I've committed to going non-base-clean, even if in a particularly easy to maintain compatibility manner, I can add an explosion resistance hook, so I can make a block with obsidian cover plates appropriately resistant to blasts. I think of the little things.
Make sure when you do this you check with Better Blocks mods version of explosion.class and if your idea of a good hook is different you let them know so they can mimic yours. They edit this file in order for obsidian stairs/ladders/fences/etc to be explosive resistant. Also if you're editing this class please either post the source for it in your mod distribution or have a look at the MiningTNT mod on my page. Having the explosion class stack broken blocks instead of spewing them all individually helps older computers CPU load with entities.
Quote from Eloraan »
With all that said, the API rework in 1.6.0 is making this mod so much easier to work inside of, even if it's a huge amount of work up front for little apparent reward.
Which comes back to my reward of Steam gaming =-) If you're up for it great, if not I understand. You just seem the best person for the job and I wish more modders would only edit core classes in ways that provided hooks and moved the 'mod' functionality into seperate files.
Jun 30, 2011Posted in: Requests / Ideas For ModsQuote from JustSarah
Another idea I've been tossing around, is a mod where you or places catch on fire, if a flaming mob touches you
I think this would require editing the EntityLiving class so that in the check where fire damage is applied you would just set the air block on fire that the mob is occupying. This is an important class and would cause incompatibilities. Someone else might know a less intrustive way of doing it though.
- To post a comment, please login or register a new account.
Jan 3, 2012Posted in: Minecraft ModsBetter FarmingFeatures
apple trees can be planted on dirt and grass blocks, apple trees have 6 growing stages and need a light level of 9 or higher to grow, when fully grown apple trees drop apples over time. Can be found on forest biomes.
orange trees can be planted on dirt and grass blocks, orange trees have 6 growing stages and need a light level of 9 or higher to grow, when fully grown orange trees drop oranges over time. Can be found on forest biomes.
lemon trees can be planted on dirt and grass blocks, lemon trees have 6 growing stages and need a light level of 9 or higher to grow, when fully grown lemon trees drop lemons over time. Can be found on forest biomes.
mint plant can be planted on farmland only, mint plants have 6 growing stages when fully grown they drop mint and some mint seeds.
nether flowers can be planted on soulsand only, they have 6 growing stages and drop blaze powder and some seeds when fully grown. They can be found on the nether.
the rake is a tool similar to the hoe but can only be used on grass, when you use the rake on a grass block it turn it into dirt an have a chance of droping a seed(apple seeds,Orange seeds,lemon seeds,cocoa seeds, mint seeds, melon seeds and pumpking seeds), the better the rake the better chance of getting seeds(gold has the higher chance).
chocolate bar its a food item that heals 2 hunger.
mint chocolate bar
its the same that chocolate bar but instead of hunger it heal 2 hearts and max stack size is 16.
heals 1 hunger instantly(no animation).
obtained by right clicling a cow with an empty bottle, milk bottles cures poison.
heals 4 Hearts and have a max stack size of 16.
Cold Chocolate Bottle
heals 2 hunger.
Hot Chocolate Bottle
heals 3 hunger.
heals 1 hunger.
heals 1 hunger.
heals 2 hunger.
heals 2 hunger.
heals 3 hunger.
heals 2 hunger and gives Strength for 30 seconds.
heals 2 hunger and gives Water Breathing for 30 seconds.
scares animals within 5 blocks.
configurable bonemeal behavior
on the config file you can turn on/off bonemeal from working on the mod plants(bonemealGrow)
how it works instant grow or per stages grow(instantGrow), 0 means off and 1 means on.
Fruit Leaves Decay
when a fruit tree drops a fruit his leaves have a 1/3 chances of becoming a normal leave that dont drop fuits, this feature is on by default but you can turn it off on the config file(leaveDecay).
Configurable terrain generation
you can disable trees and nether flowers generation on the config file.
Configurable Fruit Drop Rate
you can change fruit drop rates using the config file(higher number = slower drop rate).
Note: you can change ids using the BF.cfg file on the config folder (Server Config is on the config folder on the server directory).
Mint Chocolate Bar
Cold Chocolate Bottle
Hot Cholate Bottle
Raw Mint Tea
German mod Review + Installation by KosimoLP
Mod Review by HorsecrazyMC
Mod Review by 2011MinecraftMan
Mod Review by Half- Heart- Productions
Mod Review by Tomask912
How to install and spotlight by SCMowns
How to install(Mac) and spotlight by Cinna
Mod Review by Phobic_Bus
How to Install by GameDrainUK
-3.4.0 Forge Universal adfly
How to Install
-3.3.2 Forge Universal adfly
-3.3.1 Forge Universal adfly
-3.2.1 Forge Universal adfly
-3.2.0 Forge Universal adfly
-3.1.1 Forge Universal adfly
-3.1.0 Forge Universal adfly
-3.0.0 Forge Universal adfly
-2.4.0 Client adfly box
-2.4.0 Server adfly box
-2.4.0 Client Forge adfly box
-2.4.0 Server Forge adfly box
-2.4.0 Bukkit mcportcentral
-2.3.1 Client adfly box
-2.3.1 Server adfly box
-2.3.1 Client Forge adfly box
-2.3.1 Server Forge adfly box
-2.3.1 Bukkit Dropbox
-2.3.0 Client adfly box
-2.3.0 Server adfly box
-2.3.0 Client Forge adfly box
-2.3.0 Server Forge adfly box
-2.2.0 Client adfly box
-2.2.0 Server adfly box
-2.2.0 Client Forge adfly box
-2.2.0 Server Forge adfly box
-2.1.0 Client adfly box
-2.1.0 Server adfly box
-2.1.0 Client Forge adfly box
-2.1.0 Server Forge adfly box
-2.0.3 Client Forge adfly mediafire
-2.0.3 Server Forge adfly mediafire
-2.0.2 Client adfly mediafire
-2.0.2 Server adfly mediafire
-2.0.1 adfly mediafire
-2.0.0 adfly mediafire
-First you need to install Forge
-then put the .zip on the mods folder.
-then put the .zip on the mods folder.
-updated to 1.6.2
-added a creative tab for this mod items/blocks
-now un-grown fruit tree saplings drop 1 seed.
-now right-clicking tall grass with tree seeds will plant the tree.
-fixed infinite fruits bug.
-fixed server crash.
-now you can change rake drops using the config file.
-Updated to 1.5.1
-Bonemeal works properly now
-now leaves always drop fruits when destroyed
-now mint drops atleast 1 seed
-player swing his hand when a tree, mint or nether flower is planted
-creative pick block works properly now
-leaves dont break instantly anymore
-Fixed rake textures.
-Updated to Minecraft 1.5
-added Biome Colors to leaves(of by default you can turn it on using the config file).
-now you can change fruit drop rates using the config file
-now you can disable fruit to seeds recipes, making the rake more important tool.
-fixed trees growth rate.
-fixed right clicking cows.
-thirst mod compatibility(drinks heal your thirst bar).
-added nether flower
-updated to minecraft 1.4.7
-removed cocoa trees.
-improved configuration file(it will remove the old config file, you might want to make a copy).
-now you can change hunger values using the cofig file
-you can turn off tree generation on the config file
-you can disable the rake on the config file
-added a scarecrow that scares animals within 5 blocks
-added golden lemon
-added golden orange
-leaves no longer use biome colors.
-forge version uses forge bonemeal handler.
-some minor bugfixes.
-fixed cocoa leaves textures on fast graphics.
-fixed destroying leaves crashing the game.
-Fancy Graphics Compatibility
-MC Forge Compatible
-now you need Forge.
-removed the update key
-change the server config directory(now the config file is in the same directory as the
-now drinks use the drink animation
-now you get back glass bottles from drinks
-Change lemon,lemonade,lemon seeds and lemon leaves textures(now they are yellow)
-now milk bottles cures poison
-now you will see an in-game message when a new version is available
-now you need ModLoaderMP
-now the trees can be found on forest biomes.
-added trees decay(can be turned off).
-added orange tree
-added orange juice
-added lemon tree
-added apple juice
-change apple leaves texture
-fixed leaves sound
-added Chocolate Candy
-added Milk Bottle
-added hot and cold Chocolate Bottle
-added Mint Tea
-change the Mint Chocolate Bar texture.
-now bonemeal works on the mod plants(toggleable on the config file)
Banner By AvoadorasProductions
Feb 24, 2012Posted in: Modification DevelopmentQuote from battlefield
You are probably using an API to registr biome right? Which one are you using, because it's possible that there is a bug with API.
...I hope you know you can add a new biome to BiomeGenBase without /EDITING/ it and with no use of an API, it's VERY simple. APIs for such stuff are kids only toys if you ask me...
Anyways, post the whole code? :sleep.gif:
Jan 29, 2012Posted in: Minecraft Mods
Yeah, I don't see how it will help. Your health just regenerates more depending on your food level. What can I show in a picture?
Jan 29, 2012Posted in: Minecraft Mods
what would he show a picture of the hunger bar? as if people don't know what they look like.
Jan 26, 2012They should always have a version number at the front of the thread name, iePosted in: Minecraft Mods
[1.1] Millenaire: Adds villages! (v.2.1.4)
[1.8.1][SMP] KewlSt00f: Blow stuff up, or eat 'em!
Otherwise, they aren't following the correct thread guidelines.
And then there would be the problem of moving the threads everytime Minecraft updates.
In short, we don't need this.
And this thread is posted in the wrong section, anyway. (Ironic.) This is only for official MOD threads.
Jan 23, 2012Subby72 posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]Hi all!Posted in: WIP Mods
To help others, I have placed three small Sim-U-Kraft "tutorials" on YouTube. (Subby1972)
After the update, these methods may or may not change. For now, these will do just fine.
To learn how to copy a building using the Sim-U-Kraft Markers, click .
After copying a building, click to learn how to make it "LIVABLE" by your Sim-U-Folks.
Click to see an example of a Sim-U-Folk building his new home you just made.
To download the "Test Home" used in these videos, click HERE.
I hope these videos are helpful to you.
Aug 11, 2011Posted in: Minecraft ModsQuote from daedroug
I would think instead of making rubber trees out of inferior wood you might be able to either make it something you actually have to go out and find and/or a tree that doesn't just pop int existance but somehow grows gradually maybes starting with immature wood and then expanding as the wood grows into more and more mature woods.
Well I don't plan to make them common. In fact they'll probably only show up in the rainforest biome, so it'll take some searching to find one. It's just that a single tree produces so much wood...
The slow growth idea is tempting, but not a simple thing to do. Maybe.
Quote from BrickedKeyboard
Whoa...could you make a tree have a VARIABLE THICKNESS TRUNK?? Or branches that were SKINNIER, made from sub-blocks?
I could do either, but I'd like to avoid using subblocks in world generation. That comes at many costs.
Quote from 102racer
java.lang.IllegalStateException: Already tesselating!
go nuts! xD
I just woke up, so I didn't see this until now. You've installed some mod that messes with rendering in a way that's not compatible with the new Forge render code.
Quote from PetSquirrel
HOWEVER - Now all my wiring has turned into COVER PLATES of varying materials!!! Noooooooooo.......
Switched back to 1.5.1 and they all changed back to wiring! Whew!!!
Careful, swapping back and forth can lose you things in the world itself!
Quote from PetSquirrel
Something like that probably should be on the first post too - there's no way everyone could be expected to sift through 200 pages worth of posts for something that critical. I have been making and stockpiling wire for days. I have Chests full of each color. This could take a while.
Honestly I was originally planning to just make 1.6.0 entirely incompatible. I added a level converter at a fair bit of extra effort, and it's been no end of grief.
1.6.1 removes the level converter entirely, so if you're not using a 1.6.0 level format by the time you upgrade, all 1.5.x items will just disappear.
Quote from Blueblade11
As long as you install Optifine (formely Optifog_Optimine) over the forge, it overwrites (dk) class. Maybe i should post it over there...(The topic, i mean)
I really wouldn't suggest that. It'll break not just 2-pass rendering, but the entire new rendering system that more recent versions of RedPower and that Buildcraft both rely on.
Quote from decman117
OT: also, for redpower world, is there going to be planters and fertilisers, i'm using minefactory, but theirs don't seem to work for trees :L
Odd, I built a tree farm in 1.501 with minecraftory, and the planters and fertilizers worked fine. I'm not sure what I plan to do with automated planting yet, but it's possible that I'll be adding something like that, yes.
Quote from Jodide
Is it possible to add another set of lamps similiar to the LEDs, but with the light strenght of glowstone/Sunlight? (I think 15, I dunno for sure).
The lamps are level 15. I tried to make them even brighter, but it would take some very invasive changes to the Minecraft lighting code, because nothing except sunlight is brighter than that, and sunlight is handled specially.
They're every bit as bright as glowstone blocks.
Quote from Jodide
Also, could you send me the map files for the Decimal decoder?
It wasn't me who built it.
Quote from Bitterholz
Can you make support for Bukkitserver?
There's really no excuse for not reading the FAQ. Just because you asked, I'm going to delay the release another few days.
Jun 30, 2011Posted in: Minecraft ModsQuote from seronis
Its been finished for about 2 hours now. We're all laughing at you in irc because every 'update now' we see resets our countdown clock till he is willing to post the update here.
It's funny because it's true.
Jun 21, 2011Posted in: Administrators & ModeratorsQuote from Faded_Arbiter
You know what you should do? Stop bitching about losing your job, flat, and how terrible your life is.
Then, stop trying to rely on modding a game for money. Once you've done that, devote ALL OF YOUR TIME
AND RESOURCES to finding a job. Is that so hard to figure out? -.-
Maybe, most jobs WONT HIRE A 19 YEAR OLD. Or, the job he specializes in, HAS BEEN ROBOTIZED.
- To post a comment, please login or register a new account.