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    posted a message on Generate .nbt structures in world (like Ruins/Pillar mod)

    Hi!

    I'm looking for a mod for easy add of custom structures (and without the need to "hijack" vanilla structures in a messy setup) using datapacks (burrowing concepts from Pillar️ mod by Vazkii).


    Basically add a new folder in datapacks, separated by biomes (and dimensions) and add .nbt structures inside it, or do something more similar than Pillar does: add a single folder, and inside users/modpackers throw .nbt files with a companion .json/.mcmeta file with configs for each structure (quality, weight, allowed/disallowed dimensions and biomes).


    Also add some features to loading chests/furnaces/other blocks with storage with loot tables inside each structure (in Pillar it uses Structure Blocks in DATA mode).

    For reference, here is the Pillar docs explaining how it works in that mod.


    Illustrative image from pillar

    Illustrative image from pillar's curseforge page
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Replace Testificate-like mobs to human-like ones


    This is basically a Optifine-based Resource Pack. I was requesting a proper mod.

    Just like i said in OP:

    Quote from vpontin»

    and Optifine... i need to say anything?


    But thanks anyway!
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    Got this crash after updating MovingLightSource for latest version (1.12.2-1.0.4).

    Correspondent github issues: MalisisDoors and MovingLightSource.

    Posted in: Minecraft Mods
  • 0

    posted a message on Replace Testificate-like mobs to human-like ones

    Well, that's it.

    Back in ancient versions we had some interesting mods (precisely this one for 1.4.x) who swapped the models of Villagers into Human/Zombie-like ones.


    But in recent versions, except MCA and Optifine (i'll explain below), there isn't any alternative to it.


    My idea is basically a mod who only replace the models from these models (Villagers, Witches, Illagers - Vindicator, Evoker, Illusioner and perharps Vexes) to human-like ones, and using some predefined player-like skins to differentiate each mobs. For Testificate-like zombies they could just be disabled from worldgen (for coherence) or simply reused for a standard zombie just with a sightly altered skin (Alex zombie version???? Herobrines? Lost miners?).


    The only addition beyond aesthetic could be you being able to er... hire (tame isnt a good term) some villagers, they could basically use Wolf AI to follow the player and be able to be equipped with swords and perharps shields to fight along the player, but this isnt so much important in fact.


    This would be a great change to get along the player and zombies, both are human-like entities and can get along with the vanilla feel of the game.


    Alex (slim)-like variations for females would be welcome! Maybe replacing (at least the villager) sounds for the classic ouch would be a less important addition.


    I mentioned MCA and Optifine (and the current Humans mod) as alternatives, but they didnt quite fit some things to be a good alternative: Humans just add new mobs without touching the testificates, MCA add too much complexity (and the "Send child/villager to mine", at least last time i used it, just randomly spawned items in the villager inventory without actually mining, what i think is a bit cheaty/unfair for survival) and for a while even disabled the vanilla trade sytstem (i think this was fixed but...) and Optifine... i need to say anything?


    Anyway thanks a lot if anyone are willing to make that!

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Equip shulker boxes on a baubles slot (effectively a simple backpack mod)

    And again thanks a lot!

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Equip shulker boxes on a baubles slot (effectively a simple backpack mod)

    Basically, why not make a mod who let the player to equip a shulker box on the "second chest" bauble slot.


    I mean this slot circled in red.


    It could be rendered or not on the back of the player, and a keybind could be available to open it directly (without placing it on the ground).


    Reasons? Well, most of backpacks mods here are outdated and/or have so much complex (and not vanilla-like) behaviors for a simple portable storage mod. On the other side Shulker boxes were introduced by Mojang on vanilla, and i totally see them as a makeshift backpacks if a mod enable them to be equipped on that bauble slot.


    Think of this mod somewhat like Bauble of Undying, a simple mod who add a small but noticeable feature on a vanilla item to a great API.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [1.7.10+] Advanced Capes mod

    If you want to see other player's capes or want others to see your cape then yes.
    It should also be compatible with OfflineSkins, since that does not interfere with the server.



    Thanks for the info!

    Edit: Well, i tried to use your mod, but when i pressed the key to open the cape gui i ran with this crash. According with VanillaFix the it was AdvancedCapes fault. Log: https://paste.dimdev.org/jepitoceha.txt

    Posted in: Minecraft Mods
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    posted a message on Dragon Mounts r46 [WIP]


    Sadly from what i see the mod adds a lot more content than DragonMounts, and i was only interested in riding the dragon the way DM provided, there's too much complexity already in my modpack. But anyway thanks for the link.

    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10+] Advanced Capes mod

    Is this mod needed on dedicated server-side too? And is this compatible with OfflineSkins?

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Sunconure11»

    I saw it.


    Due to some issues with the codebase of dragon mounts I was unable to resolve, I will instead and try to recreate the dragons on the codebase for RoTD.


    RoTD?
    Posted in: WIP Mods
  • 0

    posted a message on WebDisplays 1.0 - Browse On the Internet in Minecraft!

    @montoyo Still on ComputerCraft topic: There's a fork from a top CC contribuitor (SquidDev) which "aims to provide earlier access to the more experimental and in-development features of the mod."

    According to him: "Unless they're doing some dirty stuff with CC internals it should work fine - the API is entirely compatible.", so i think future builds with CC api should be compatible with mostly CC forks, at least with CC:Tweaked.


    Aside this, i sent a PM to you. I hope you dont get upset about the question there.


    And again thanks a lot for this mod!!!

    Posted in: Minecraft Mods
  • 0

    posted a message on WebDisplays 1.0 - Browse On the Internet in Minecraft!
    Quote from montoyo»

    Oh really, it works on MC 1.12.2? I thought it was dead... sorry, I'll bring it back asap.


    Yeah, its on Curse too, and nightly builds (with builds of forks from top contribuitors too) are avaible here. Have Fun!

    There's another "third party" forks floating on curse, but i dont know in what extent the cc api differs from the one maintained by dan (and SquidDev). So sticking to original cc is good enough.
    Posted in: Minecraft Mods
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    posted a message on WebDisplays 1.0 - Browse On the Internet in Minecraft!

    I can't believe Web Displays is back.²


    But... did you dropped support for ComputerCraft? NOOO...


    Now the mod is open source, so there isnt any reason to drop this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Sunconure11»

    I may be able to answer your prayers. I did contact Barracuda in the past, but it was apparent he was rather busy. I have a mostly complete port of Dragon Mounts to 1.12.2, but it's got some minor issues I want to work out. I'll talk to RPGAdventurer about this.



    Sent you a PM, hope you'll read!

    Posted in: WIP Mods
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