• 0

    posted a message on Thor12022's Mods - Hardcore Wither, Wither Charging Fix, Highlands Integrator, The Tool Tooltip Tool, etc.

    Well, there is no "hard as possible" config per se, but there are certainly ways to increase the difficulty.

    Note that the server might start dropping TPS or just give up if some settings are turned up too high.


    Every ability has a few common options in the config:

    I:maxStrength
    I:minLevel

    Turn maxStrength up to increase how far up the Wither will scale in difficulty.

    Turn minLevel down to change how soon the Wither will be able to use an ability


    The spawning abilities all have options to control how many entities are spawned at a time, how long the delay is between each group spawned, and how many entities are allowed to be in the immediate area. (These are the same options as the NBT for a Vanilla Spawner by the way.)


    The Lightning and Teleport abilities have options to control frequency and accuracy.


    Most of the abilities have multiplier options, these are generally used to scale the relevant modifer as the Wither gets stronger. Greater numbers are usually stronger.



    Now, the Death Knell ability is the most likely to crash your server if you turn it up too far, I've had several reports of that happening. If the Teleport is too high, the Wither is practically impossible to hit and it will rapidly become an exercise in frustration rather than fun. If the Lighting or spawners are too high you'll probably experience horrid client lag (and obnoxious noise).

    Posted in: Minecraft Mods
  • 3

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from transformultra»

    Alright, thanks! Will that also have to be the case for mods like Ars Magica and Thaumcraft and such?


    I've found that Highlands doesn't necessarily register other mods' biomes (Buildcraft and Thaumcraft are ones I have specific knowledge of).

    I had to create a small mod that'll register biomes via a config file to get Thaumcraft biomes to generate with Higlands.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thor12022's Mods - Hardcore Wither, Wither Charging Fix, Highlands Integrator, The Tool Tooltip Tool, etc.

    Hardcore Wither


    The more Withers you fight, the harder the fight gets, and the sweeter the rewards.


    Withers spawned around you get increasingly difficult special abilities. If a Wither is spawned with multiple players around, all of their experience with Withers is taken into account.


    There are several special abilities (boosted health) most of which are intended to be discovered the hard way. All abilities can be disabled/adjusted in configs. Each ability also can be configured to be Blacklisted from use on a per-Dimension basis if it does play well there.





    The Tool Tooltip Tool

    This mod adds one simple thing, a tooltip that tells you a tool's Max Durability, Efficiency, Harvest Level and Enchantability. It should even display information for each tool type for multi-tools.

    Diabolical Gems

    Add gems that can be combined with weapons and armour for different effects.


    Example: Garnet on a sword would cause fire damage, but on a chestplate would reduce fire damage.


    Weapons and armour mobs drop have a chance to have sockets for gems to be inserted.


    Some mobs drop gems of varying qualities.


    The gems can then be added to socketed items in an anvil.


    Imperfect gems can also be combined with other gems of the same type in an anvil to result in a gem of better quality.


    This project is in Alpha and on CurseForge.

    Pigmen Agro

    Nearby Zombie Pigmen will get angry if a player harvests certain blocks.


    These blocks also have a chance to explode when harvested.


    The Fortune enchant makes the situation worse, the Silk Touch enchant makes the situation better.


    Blocks affected are configurable in a JSON file.


    Agro range, and all explosion parameters are confurable/disableable.



    Wither Charging Fix

    Minecraft 1.8 has a bug (MC-57569) where the Wither will move around and attack while it charges up.


    This fixes that by disabling the Wither's targeting AI while the Wither is charging.


    Cobble Popper

    The Cobble Popper will generate cobblestone when adjacent to Lava and Water source blocks.

    The cobblestone will be popped into the air if not extracted with a hopper or pipe.

    A Redstone signal will disable the Cobble Popper

    The default rate of production is 1 cobblestone/sec per lava-water pair.


    The rate of cobblestone generation and the velocity of the popping are configurable.



    Highlands Integrator

    Requires Highlands 2.2.3.


    Allows for biomes to be manually registered with Highlands via a JSON file, useful if a mod does not register its biomes in a way Highlands understands.



    Feed the Creeper Tweaks

    Tweaks and Integrations used by The Feed the Creeper Pack


    • Configurable Zombie Pigmen Agro-ing
    • Player Death Position logging
    • Cobble Popper simple cobblestone generator
    • Replacement of Progressive Automation Withered tools with different ones that work better with other mods
    • Addition of some common recipes to Metallurgy Classic Machines Crusher
    • Allow mobs to spawn with Metallurgy Armor and swords
    • Micro Coal and Micro Charcoal: tiny fuel for tiny jobs


    Modpacks:

    Feel free to use in any modpack; notification is appreciated, but not required.

    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Systems (Formally Modular Furnace)

    Some players on our server are sometimes having client rendering crashes after placing Modular Systems blocks.


    Not all players have the issue, a block that causes one to crash may not affect another player at all.

    So far we've had it happen with a Modular Furnace Core and a Modular Storage Crafting Expansion (separate incidents), there was another, but my memory is lacking it at the moment.


    The log has so far always been this.


    I'm currently seeking more data from the players, and attempting to isolate the problem in a controlled environment.


    I do have a couple theories I'm investigating.

    - The crash is actually a problem with the Bookshelf API

    and/or

    - The crash happens when a player causes the invalid-configuration texture to appear.


    If I get anything more useful I'll report back.

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from AnrDaemon»

    Do Highlands make use of Ore Dictionary? I see that Highlands woods aren't compatible with many recipes, while other modded wood fits perfectly.


    I believe some things are, but many aren't. You can add them via a Minetweaker script and that usually fixes recipes and such.


    Example Script

    Posted in: Minecraft Mods
  • 5

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]

    So, I made a bit of a mod to help with modpacks when a mod doesn't generate biomes with Highlands properly: Highlands Integrator.

    In the config files you can define biome id with a weight and biome type and it will be registered with Highlands.

    Figured some people here might find it useful.


    I don't wanna retype a long description, here.

    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Systems (Formally Modular Furnace)
    nbsp;Quote from Templari0n»

    Would there be a smart way to disable vanilla furnace and replace it with these ones?
    The easiest/best(?) way would be using Minetweaker to remove the recipe for the Vanilla Furnace and then add an smelting-free recipe for the Furnace core. (I'd personally use the recipe for the Vanilla Furnace just to make sure the player figures out what's going on)
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Systems (Formally Modular Furnace)
    I'll be using this mod in a public Mod Pack, The Feed the Creeper Pack.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from fabricator77»
    The 3rd party mod biomes is the problem to deal with after I'm sure I've fixed the biome layer bugs.

    If it's of any use, I got Thaumcraft biomes to generate with a tweaks-n-such mod for our server modpack
    https://github.com/thor12022/FeedTheCreeperTweaks/blob/1.7.10/src/main/java/main/feedthecreepertweaks/modhandlers/ThaumcraftHandler.java

    This isn't terribly generic though.



    I'm glad you're back around, if you want to offload some work it would be great if the Issue Tracker was enabled on the Github page. There are probably plenty of us who would be glad to help with the coding, but would need some coordination and direction.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I love this mod, the hard part seems to be reigning it in far enough to not loose (too many) server members :P

    Which brings me to a question, do the non-standard spawn types (e.g. Water, Portal, Air) respect spawn preventing methods (e.g. Extra Utilities Magnum Torches)? If no. . . is it possible for that to please be a (configurable?) feature added at some point?
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Systems (Formally Modular Furnace)
    Cool mod, this. I do love low-tech-feeling ways of doing things.

    Also, I made a Mod-Spotlight, as I think this mod isn't nearly as well known as it should be.

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    I do love using Highlands in modpacks for world gen, but I ran into a bit of an issue in 2.2.2 (edit: Forge 1208, tested with no other mods) that I'm not seeing in 2.2.1. If an area with a sub-biome gets loaded the console log starts getting spammed with "placing sub-biome blah-blah" until that area gets unloaded (Log). It seems to happen with every sub-biome, at least I've seen it with Deep Ocean, Canyon, Lake, and Mariculture sub-biomes Kelp Forrest and Coral Reef. It doesn't seem to affect performance any, but it does make it difficult to read the log.

    Unrelated: Would it be possible to have some more Ore Dictionary support added? e.g. saplings as treeSapling, leaves as treeLeaves wood stairs as stairWood. (Or maybe they are already and I just failed at something?) Some mods like Progressive Automation rely upon Ore Dictionary entries to detect harvestable trees and plantable saplings. I added leaves and wood as above using Minetweaker and it worked, but it would be nice if it just worked out of the box.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Nope, it's some weird texture glitch with GeoStrata and an unknown number of other mods. Metallurgy's one, but I don't recognize the other textures showing up. It could also be a bug with NEI itself, but I'm not sure how.

    Some further, hopefully useful, information on the GeoStrata transparent textures.
    If I take GeoStrata v01f with Forge 7.10.25.1208 (no other mods) and add Liteloader 1.7.10_03 the textures go all kinds of wonky.

    For reference, if I add GeoStrata to ModSauce from the ATLauncher, it's got the textures-gone-all-wrong, but if I then disable LiteLoader, it works as it should.

    I'll post on the LiteLoader thread for completeness.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    I've been having an issue with LiteLoader apparently messing with GeoStrata's textures.

    If I take GeoStrata v01f with Forge 7.10.25.1208 (no other mods) and add Liteloader 1.7.10_03 the textures go all kinds of wonky, (e.g. some parts go transparent, and some are using textures from the wrong blocks).


    I'll post on the Reika's Mods' thread for completeness.
    Posted in: Minecraft Mods
  • 1

    posted a message on MoarSigns 6.0.0.11(1.12.2)
    This is cool, I've been looking for something along these lines.

    Support for Highlands' woods would be cool if you get a chance.
    Posted in: Minecraft Mods
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