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Feb 3, 2015Posted in: Minecraft Mods
There was some discussion about adding these blocks to Chisel-2. Which would make sense if they added in the 16 variants of chiseled colored glass, along with sand.
You two should make a request/feature request on that forum.
It's important to note that you wouldn't want to chisel colored sand into another color........ but rather that with the advent of colored sand, you could chisel one variant of colored glass, into another texture of colored glass (they have a couple)
The main problem I have with Chisel-2 is "Chisel adds a huge variety of static blocks to the game.". If you remember (it's been over a year, so I'm not offended if you don't) my biggest peeve is the addition of more blocks than I need, or extra items that don't make sense to me.
That said, I know you're not likely to release a "Coloured Sand" mod, essentially being this, minus the Coloured Glass blocks. Maybe one day Mojang will make it a vanilla aspect. I mean, they've thrown in all manner of other blocks, it's only a matter of time.
Feb 3, 2015I completely agree with you, dogman, having the ability to make Coloured Sand quickly became a serious bonus with this mod, to the point that I even made my own textures to keep more in line with the John Smith Legacy texture pack, along with my redo of the stained glass/panes.Posted in: Minecraft Mods
I honestly miss being able to have Coloured Sand... but right now, the Captain is busy working on Coloured Lights, which, to be fair, is much cooler, and a bit more in demand.
Feb 21, 2014Just thought I'd pop in to check the thread, and I'm glad I did. I'm going to need to test out the 1.7.2 beta when I've got time (right now, I'm eyebrows deep into Lightning Returns: Final Fantasy XIII, so it won't be for a week or so), but I'm looking forward to playing around with the combination of Macros scripts, with the new Command syntax. I haven't forgotten that I wanted to do some insane summon scripts, and hopefully I'll be able to figure it all out.Posted in: Minecraft Mods
And reading the "in preparation for 1.8..." part... man, my heart just fluttered. I've been using a really hacky "summon a horse, and a saddle, and play a custom sound file of 'Epona's Song' from LoZ:OoT" script that depends on Single Player Commands to do the summoning (I'm in 1.6.2, so that's why I'm not using the Vanilla Commands, and just do "/summon EntityHorse" with the custom tags to name it Epona, tame it, and have a saddle already equipped)... but when you do the leap into 1.8.x, I'll be able to just use the "@e" feature, and bring all entities named "Epona" to me... perfectly mimicking the effect from OoT that I want, without having to create a legion of cloned Eponas.
(I wonder if any of that made any sense at all, or if I really shouldn't post when I'm hyper-excited to see my favorite mod updating.)
Feb 21, 2014xXTerra_BranfordXx posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft Mods
You just made me rather happy.Quote from q3hardcoreWhen it's done. (tm)I'm very busy at the moment, but I just need to put a few finishing touches on the installer before release.
I've been avoiding committing to 1.7.x and 1.8.x, because I have become heavily dependant on the "cheats" part of SPC (specifically, I've created a massive list of teleportation locations, via waypoint, and set the list up in Macros as a drop down menu, to select *~where~* to teleport me, just by pressing my Xbox 360's Back Button, and then clicking the button menus on my GUI).
So hearing that you're actually continuing the project... well, I'm rather happy. I mean, I know I could just use VoxelMap, and the teleportation feature for its' waypoints, but it requires a bunch of annoying extra steps, that I don't feel like doing. Especially not on a controller (I can't play with Keyboard/Mouse, because of my CTS). Plus, while I do dig the new Commands in Vanilla Minecraft, that mimic WorldEdit, it's extremely limited in terms of what it can do... so I really miss *~real~* WorldEdit.
Thank you, Q3! I look forward to seeing SPC make its' debut in 1.7.x/1.8.x!
Feb 21, 2014xXTerra_BranfordXx posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and DiscussionOne of these centuries, I should try the shaders mod... but I've not wanted to try to add one more mod to my already (very) buggy list.Posted in: WIP Mods
Still... seeing that the shaders mod works with Coloured Light, means even more pretty lighting. That reflection picture is pretty. And I really dig how angry and deadly the lava looks.
Feb 21, 2014You know... I never wanted to pester you about it... but I always did think that maybe Easy Coloured Glass (and the coloured sand) needed to make a comeback... and maybe having the Coloured Glass become your Coloured Lamps, would be a good way to bring this mod back into relevancy.Posted in: Minecraft Mods
Though, at one point, I really wanted to ask you to bring ECG (as it is) to the 1.7.x update, so I could have two fully functional sets of coloured panes and glass blocks, so I could have "vanilla" stained glass, and then really fancy "mod" stained glass, with their own unique textures.
Feb 21, 2014xXTerra_BranfordXx posted a message on ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]I know I've been off the forums for a long time, but I wanted to pop in to say, while I'm sad you (Loopy) are retiring, I'm really grateful for the time I've gotten to spend with your mod. It's become a vital part of every installation of Minecraft, from 1.3.x all the way up to 1.6.2, and I've outright refused to upgrade my client, until your mod updated (which is why I'm still sitting pretty in 1.6.2!).Posted in: Minecraft Mods
Julialy, hearing that you want to take over for Loopy makes me smile. I've seen some of your exchanges with Mumfrey (way back when you released your own update of either LiteLoader, or maybe it was Macros... it was so long ago, I have forgotten), and seeing how respectful you were, and that you know your way around using LiteLoader, and know how to make a functional Litemod... well, I think if you are the successor to Loopy, we'll be in good hands.
Man... it's going to be so weird going from Jar modding CP, to just dropping the controlpack.litemod file into my /mods/ folder, along all my VoxelModPack files. But I'm looking forward to it.
Feb 10, 2014Just wanted to say thank you for this mod. I got sick and tired of having to check the Minecraft Wikia, each time I wanted to craft an obscure item I haven't touched in several months. It's nice to just click a key, and then look up the item I want to make. Very handy.Posted in: Minecraft Mods
\/ I fully endorse, second, and heavily approve of the below quoted post!* \/
Quote from Diegreenluke
Can you please make a close button for the mod it would be really helpful
*That assumes that Diegreenluke never changes his post about how helpful it would be to add a close button to the GUI!
Feb 10, 2014For a mod that only changes a few lines of code, and only changes one items' useage... this mod is amazing. A friend told me about it recently, and I kind of just shrugged it off as "pointless"... but, then, I tried it out, and I find I rather enjoy it.Posted in: Minecraft Mods
I had a very bad run of luck with finding Cows in my world (to make Books for Bookshelves, to make my Enchantment Table get maximum level enchantments), and had to resort to murdering innocent Horses.
Now, I'll not have to do that ever again. So thanks!
Feb 10, 2014xXTerra_BranfordXx posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and Discussion...oh smeg... what have I inspired...Posted in: WIP Mods
See. This. THIS is why I almost never post. I make people insane. >_>
Feb 10, 2014Posted in: Minecraft ModsQuote from Tmtravlr
That's a good point. That was my concern too, since one of my main goals in creating this mod was to keep it as simple and compatible as possible. Ore generation would complicate things...
Interesting idea; I hadn't considered using dyes while creating the bucket. Hmm. Maybe instead of a "stain proof bucket" it could be a bucket that's already so stained and supersaturated with dye that it couldn't affect the dye in the water.
The problem with using a vanilla bucket of water or lava in the recipe is that you will always get the regular bucket back in your inventory after crafting, regardless of the recipe output. I couldn't find a way to disable that, so I had to just work around it.
Thanks for your input! It's appreciated. =)
Yeah, but what to use... Hmm, I'm not sure about diamond or emerald (since they can be so obnoxious to find unless you're lucky, and they aren't really stain proof). I wouldn't be against adding a bit of challenge to make the buckets, however. They are a bit easy to make...
Oh, Oh! Idea flash! What if you have to make some kind of a paste that you could use instead of the glass panes, maybe made with materials that are a bit harder to come by (including ender pearls and slime, maybe)? What do you guys think?
I'm glad I didn't offend you, with my earlier concerns about possibly altering terrain generation. I'm sure many people these days aren't so fussed about it, but I really do think "keeping to items you can craft out of default items" is always the best option. That's also (usually) my main "deciding factor" as to whether or not I'll actually use a mod in my main world (which I've been using since 1.3.1 came out). I want to keep that world as close to "vanilla" as possible, where the only modded items, are ones that I control the placement of, and can get rid of without worrying about hidden ore blocks thirty billion meters away.
And I didn't realize it would kick back the bucket at you, if you didn't use the "stain proof bucket"... that makes it a bit trickier. I do like the idea you had below, of using a paste, or something. Ender Pearls (while a pain in the tuckus to get, and already essential for people wanting to get to The End) would actually be a very intelligent, and logical ingredient... I mean, you TELEPORT when you use an Ender Pearl. And because normal useage of Ender Pearls damages the player, having some sort of a catalyst would make sense... like Slime Balls. I mean, right now, Slimes are insanely common if you're lucky enough to find a Swamp, so the only "difficult" ingredients really, are the Cocoa Beans, and the (potential) Ender Pearls. I think I like that, but that's just my opinion. Other players might have ideas for other (easier, or harder) items to use for the ingredients, but I do kind of like the idea of Ender Pearls being used for more than just the "Randomizer" feature.
Though, another part of me thinks that a "Technicolour Bucket" would also be awesome... I'm kind of torn.
Feb 10, 2014xXTerra_BranfordXx posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount ModJust posting to say thank you for the mod! I use suffocation traps for my mob farms, but like to get the last hit with a Looting III Sword, to get the XP and maximize my drops... but sometimes it's hard to know when to strike. Now, I can look at the mobs, see their remaining HP, and hit them when their HP is down to 6! Really helpful. Plus, it just makes the game feel a little more RPG-ish.Posted in: Minecraft Mods
You should post your Crash Log (in SPOILER TAGS), so that Rich can help you.Quote from Herobrine9677
RESPOND TO MY TROUBLEZ!!!!!!!!
Trouble: When I try to load it with other mods, the game crashes. Can ya help?
Feb 9, 2014First, I just wanted to say thank you for this mod. I had been looking for a mod that shows me what Enchantments I have to choose from, in the Enchantment GUI, but being able to pick and choose my Enchantments, and their level, all while maintaining a vanilla Minecraft system (and not going overboard with things like Sharpness X, Looting V and so forth), is a really good alternative.Posted in: Minecraft Mods
I have run across an unusual issue though. I use MCPatcher (for CTM and HD Texture support, as well as to add in my jar mods), and I've noticed that the "Mod" GUI isn't able to be selected, in the Advanced Enchantment Table. However, using any Forge profile without MCPatcher installed, will automatically default the GUI to the mod's interface. And, as a "bonus", returning to my MCPatcher version of Minecraft allows me to use the Advanced Enchantment Table as expected. Though, sometimes it reverts back to the "Vanilla" interface, requiring me to return to the non-MCPatcher jar again.
If it helps, I'm using 1.6.2, with Forge 188.8.131.521, with the 1.16.5 version of your mod. I don't know if this is just an expected conflict between MCPatcher and Enchanting+, or not. I noticed three MCPatcher related crashes posted in this thread, but none of them came close to explaining this bug.
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