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    posted a message on PlanetCore [1.12.2] Generate the mantle and the core + enormous caves!

    Ok so the new version is ready. All version before that was not good since you couldn't progress at some point. Sorry for that. The mod is still new and I am working hard on the development.

    Posted in: Minecraft Mods
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    posted a message on PlanetCore [1.12.2] Generate the mantle and the core + enormous caves!

    I am currently working on a new version where you can find vanilla diamond before the crustrock layer because in the current version, you can only find my modded diamond that is located in the lower mantle. In the new version, you need to get diamond pick to mine crustrock (the first layer). To mine diamond ore you will need a golden pick. To get gold ore you need silver pick, for silver ore you need bronze pick, to get bronze pick, you need tin and copper smelted in a steel furnace. I remove current modded diamond in my mod. I will also delete all planetcore iron and planetcore gold. The mod will use vanilla stuff instead. I am also deleting 10 layers of mantlerocks. Be aware that the game can crash if you have mantlerock6 and above generated in your world and you download the next planetcore version. This is because I removed them while they don't disappear in the game. If that's the case and you want to download the next version, I recommend deleting all your region files that are below -1024Y to be safe and removing every mantlerock6 and above from your chests and inventory before upgrading to the next planetcore version. If you need help, come to my discord.

    Posted in: Minecraft Mods
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    posted a message on PlanetCore [1.12.2] Generate the mantle and the core + enormous caves!

    WELCOME TO PLANETCORE

    A mod that generate the underground world adding many layers below 0Y. You can dig your way to the Core of the planet! There are enormous cave system to explore.

    DOWNLOAD:


    Important: In order to generate the world with the mantle and the core, you must select world type:Planetcore when creating a new world.


    Be prepared mentally because this mod is time consuming to reach the core in survival.


    Introduction

    Planetcore add many layers underground where you can dig all the way to the core and inside, located below 4800 blocks deep. Each layer are 256 blocks deep and consist of a new rock tier with more valuable ores. You need to find the best ores in each layer and craft a better pickaxe in order to break the next rock tier.


    Some important tips
    First thing you need to gather crustrock, found at around -64Y to craft a crustrock furnace. Crustrock will be indestructible but you can gather them with TNT. You can gather sulfur ore and combine them with coal to get gunpowder.

    Then you can smelt steel ingot by combining 1 coal and 1 iron ore in crustrock furnace. You need to craft a steel furnace by combining 8 steel blocks just like normal furnace recipe. Steel furnace allow you to smelt bronze by combining 1 tin and 1 copper. To activate the furnace, you need iron lava bucket.

    Bronze pickaxe can harvest silver ore. Silver pickaxe can harvest gold ore. Gold pickaxe can harvest diamond ore. Diamond pick enchanted with efficiency III can harvest titanium ore.

    Then you just need the next tier tool to break the next tier ore all the way to Onyx tools.

    When you reach Onyx, you can upgrade to Onyx II by surrounding the tool with 8 painite gem. Onyx III and above need 4 Onyx of the lower tier to craft them. Example: 4 Onyx II to craft 1 Onyx III.

    Tip: You can use enchantment such as efficiency and relentless to help you break the next rock tier. Relentless is a measurement of how long you take to break a block before it become indestructible. Relentless of 3 means that if your pickaxe take more than 3 seconds to break a block, the block is indestructible. I also added haste II and III potions to help you mine faster.


    Underground calamities

    There is a pressure effect going on in the planet where the rock close on itself. The deeper, the faster the pressure happen. You will also burn if you are too deep. You can use fire resistance to help you. I added fire resistance II and III potions which are needed to go deeper. Beware of diamond and other gem lava as they hurt you from a distance. Also beware of gas pocket! Sometimes when you destroy a rock, it explode. The deeper you are, the more frequently this happen and the explosions are bigger. This only occur in mantlerock and below.


    Types of ores

    You can find small ores that gives shards that you can combine to make normal ores or gems. You find the normal ores and then there are compact ores and supercompact ores. Supercompact ores are indestructible until you get a high tier pickaxe.


    Tools

    First, you can craft normal pickaxe like usual. Then you can craft complete pickaxes that have more durability. You need to craft a rod by placing 2 ingot or gem on top of each others then craft a pickaxe using the rod instead of a stick. This apply for all metal tools. All gems tools are like the complete pickaxe, they can only be crafted with rods except for diamond tools.


    Caves and ravines
    You will find large caves to explore with demons and other monsters lurking somewhere. You can find caves made of supercompact ores. I made ravines larger. Ravines will generate more or less lava randomly, but deeper they are usually filled up. Deeper ravines contain iron lava, in the core it contain core lava and deeper than that they contain onyx lava.


    Goodluck reaching the core!

    Dependencies


    Cubic Chunks

    CubicWorldGen

    MalisisCore

    GeckoLib


    You can play this mod with me and others in my discord:
    Discord

    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    I tried with a new world and I ran a few chunks until I find a chunk where I can't jump as described above. Also when falling in these *failed chunk* I'm falling very slow like having a low gravity.

    Posted in: WIP Mods
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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    CubicChunks-1.12.2-0.0.884.0-SNAPSHOT-all

    CubicWorldGen-1.12.2-0.0.28.0-SNAPSHOT-all

    malisiscore-1.12.2-6.4.0

    OptiFine_1.12.2_HD_U_E2

    ZeiyoCraft-Mod-1.12.2

    Spectrite-Mod-1.12


    ZeiyoCraft and Spectrite only add new ore and weapons. I think reducing the chunks distance help this problem, Im going to test it with a new world.

    Posted in: WIP Mods
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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    In somes chunks I can't jump as if there was a wall above me. It happens very often after loading a chunk. It's just unplayable.

    Posted in: WIP Mods
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    posted a message on How do I create potion effect for full armor set? Eclipse. MC 1.12.2

    And where do you put this codes? Is it in ItemInit class?

    Posted in: Modification Development
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    posted a message on How do I create a Smelting Recipe with Eclipse? MC version 1.12.2

    I do but I don't think I'm doing it correctly. Can you check it out and see if I do something wrong?

    package com.SupremeMarshal.MoreToolsTierMod.util.handlers;
    
    import com.SupremeMarshal.MoreToolsTierMod.init.ModBlocks;
    import com.SupremeMarshal.MoreToolsTierMod.init.ModItems;
    import com.SupremeMarshal.MoreToolsTierMod.util.IHasModel;
    
    import net.minecraft.block.Block;
    import net.minecraft.item.Item;
    import net.minecraft.item.crafting.CraftingManager;
    import net.minecraft.world.storage.loot.functions.Smelt;
    import net.minecraftforge.client.event.ModelRegistryEvent;
    import net.minecraftforge.event.RegistryEvent;
    import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
    import net.minecraftforge.fml.common.Mod.EventHandler;
    import net.minecraftforge.fml.common.event.FMLInitializationEvent;
    import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
    
    @EventBusSubscriber
    public class RegistryHandler 
    {
    	
    	public static void Client()
    	{
    	RecipeHandler.registerSmelting();
    	}
    	public static void Common()
    	{
    	RecipeHandler.registerSmelting();
    	}
    
    	
    	@SubscribeEvent
    	public static void onItemRegister(RegistryEvent.Register<Item> event)
    	{
    		event.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0]));
    	}
    	
    	
    	@SubscribeEvent
    	public static void onBlockRegister(RegistryEvent.Register<Block> event)
    	{
    		event.getRegistry().registerAll(ModBlocks.BLOCKS.toArray(new Block[0]));
    	}
    	
    
    	@SubscribeEvent
    	public static void onModelRegister(ModelRegistryEvent event)
    	{
    		for(Item item : ModItems.ITEMS)	
    		{
    			if(item instanceof IHasModel)
    			{
    				((IHasModel)item).registerModels();
    			}
    		}
    		
    		for(Block block : ModBlocks.BLOCKS)	
    		{
    			if(block instanceof IHasModel)
    			{
    				((IHasModel)block).registerModels();
    			}
    		}
    	}
    }
    Posted in: Modification Development
  • 0

    posted a message on How do I create a Smelting Recipe with Eclipse? MC version 1.12.2

    This is my codes, I have no idea why it's not working...


    package com.SupremeMarshal.MoreToolsTierMod.init;
    
    import java.util.Random;
    import net.minecraft.item.ItemStack;
    import net.minecraftforge.fml.common.registry.GameRegistry;
    
    
    
    
    public class ModSmelting 
    {
    
    	public static void register()
    	{
    		GameRegistry.addSmelting(ModBlocks.RUNE_ORECOAL_BLOCK, new ItemStack(ModItems.RUNE_INGOT), 1.0f);
    	}
    }


     
    Posted in: Modification Development
  • 0

    posted a message on How to create a Smelting recipe with Eclipse?

    I have created this thread in the mod forum section, I just don't know how to delete this one.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How do I create a Smelting Recipe with Eclipse? MC version 1.12.2

    I know how to create a Crafting Recipe with Json, but how do I make a Smelting recipe? Does it work with Json also?

    Posted in: Modification Development
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    posted a message on How do I create potion effect for full armor set? Eclipse. MC 1.12.2

    Hello there. I tried to play around with the codes on Eclipse to create a potion effect when full armor is worn, but never was I successful. I searched on the web but all the codes I found was outdated. I am still new on Eclipse, I need some help for this.

    So basically, I just want something like this:
    //On armor tick event:
    codes: ??
    {
    //Check if full set is worn by player
    codes: ??
    //If true, add potion effect
    codes: ??
    }

    And also, where do I put this code exactly? Do I put it in ItemInit, or is it on armorbase (from mod.objects.armorbase), or do I need to create another class for it?

    Thanks in advance.

    Note for administrator: This is a duplicated thread because I have put the first one in the wrong forum section. Link: https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/commands-command-blocks-and/2899251-how-do-i-create-potion-effect-with-for-full-armor

    By the way, there is no tag for PC version 1.12.2

    Posted in: Modification Development
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    posted a message on Help with custom crafting recipe (1.13 snapshot)

    You have to create a new item called: Sandpaper and add it into your recipe result.

    For your example, you have to create a new item called bob, and just get the same texture as the stone block.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How do I create potion effect with for full armor set? Eclipse

    Hello there. I tried to play around with the codes on Eclipse to create a potion effect when full armor is worn, but never was I successful. I searched on the web but all the codes I found was outdated. I am still new on Eclipse, I need some help for this.

    So basically, I just want something like this:

    //On armor tick event:

    codes: ??

    {
    //Check if full set is worn by player

    codes: ??

    //If true, add potion effect

    codes: ??

    }


    And also, where do I put this code exactly? Do I put it in ItemInit, or is it on armorbase (from mod.objects.armorbase), or do I need to create another class for it?

    Thanks in advance.

    Posted in: Modification Development
  • 0

    posted a message on How to create a Smelting recipe with Eclipse?

    I know how to create a Crafting Recipe with Json, but how do I make a Smelting recipe? Does it work with Json also?
    I'm working on version 1.12.2

    Posted in: Commands, Command Blocks and Functions
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