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    posted a message on OnlySilver: a lost ore from SimpleOres!

    2016/09/07 version 2.2.7-1.10.2
    - Fixed a crash involving Skeleton action in 1.10/1.10.2.

    I have missed that change in the method determining Skeleton type. I would assume there was a NoSuchMethodError in the crash report.

    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    My own imagination is that the catalyst are somehow actually mixed into the product and trash as impurity, but we are OK with that since it does not affect the characteristics/functionality of the alloys. (Introduce another kinds of impurity in order to remove major impurities...)


    In terms of add-on creations, I think the "zero-stack-size trick" will still work and allow you to add new alloys that does not consume the catalyst in the process.

    Posted in: Minecraft Mods
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    posted a message on OnlySilver: a lost ore from SimpleOres!

    Since it is a standard parameter in ArmorMaterial now, I have simply added it a config entry. I just passed it as zero without thinking much.


    Perhaps I could promote it to 0.5 or 1 in some next versions.

    Posted in: Minecraft Mods
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    posted a message on OnlySilver: a lost ore from SimpleOres!

    Great. In order to ease the pain to create add-ons, I have also uploaded my dev jar to Bintray to allow access directly from Gradle script. I would recommend you to have a look at my repository.



    Edit:


    One more thing fun to mention. I have come up with formula to generate axe parameters for 1.9 which matches the vanilla values as well. If you are feeling lazy to assign numbers, you can take this one.


    Posted in: Minecraft Mods
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    posted a message on OnlySilver: a lost ore from SimpleOres!

    Finally managed to release a MC 1.9.4 port for the 2.0.0.6-1.8 beta.


    2016/06/08 version 2.2.6-1.9.4
    - Changed item and block ids to conform vanilla standard. (thanks given for the FMLMissingMappingsEvent, old save can be migrated without losing items!)
    - Balkon's weapons and Ex Nihilo hammer are no longer supported.
    - New textures for silver ingot and silver rod.
    - Allow silver ingots being used as a beacon payment.
    - Skeletons can now shoot with a silver bow.
    - Rewrote equipment spawning to a vanilla-like fashion.
    - Silver Golems has reduced size, health and cost only a single silver block.
    - Incantation now come with a looting effect.
    - Added a new enchantment Silver Aura as a substitute for the old Everlasting.
    - Changed map color for silver block.
    - Adjusted achievement icon coordinates.
    - Added GUI for mod options.
    - Added per world silver ore generation settings which are accessible from mod options and customized world type settings.
    - Rewrote API.
    - Added en_UK language file
    - Converted the silver block model to an overlay on the stone texture so it looks better with texture packs.


    It is not a beta anymore because I have changed my mind to temporarily drop those features that I have originally planned. I have currently no plan to release versions for MC 1.8.9 or 1.9. Anyone who may wish to do a port may contact me for the CurseForge access. The Mo'Creature support is already incorporated into this release, but maybe reviewed later after Mo'Creature's own update.

    Posted in: Minecraft Mods
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    posted a message on OnlySilver: a lost ore from SimpleOres!
    Quote from AylaAsperger»

    Hey do you still have the faithful32 textures for these items? I've lost them, and I remember sending them to you....



    You may find it under the 'Resource Packs' session. :)

    Credits goes to AylaAsperger


    Quote from deadanteater»

    Does silver do extra damage to the Mo' Creatures werewolves or to the Witchery werewolves?



    Mo' Creatures.

    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)

    The fix would normally require major rewrites that I am not able to do it shortly. I have written some dirty fixes in 1.5.3.0 which specify my renderer to use special settings for tinkers' tools.

    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    Quote from Akitori»

    Zot for some reason tinker's construct hatchets don't render when thrown, using the latest release of tinker's construct


    Maybe tinker's construct has been changed to use custom renderer. I will look into it.

    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    Quote from Mezzo_Tech»

    I would love to see Redstone Arsenal's Flux-Infused Axe gain support for this mod; though I am unsure how difficult it is to deal with the normal vs empowered modes on it.


    It's up now. ;)

    Posted in: Minecraft Mods
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    posted a message on OnlySilver: a lost ore from SimpleOres!

    ***This forum is broken, tags are not working right***

    OnlySilver-2.0.0.6-1.8 (beta)

    I decide to compile this as a beta because I found that I am not going to finish all the update tasks shortly. Old features are all there, except the ore customisation. You can still customise ore generation for silver, but I think I need a more verbose and robust API for the ore generation so the full one is temporarily dropped.

    It is going to be a release later once I have finishing the remaining tasks. It consist of mostly texture remaking that I am stuck deeply in the algorithm for their generation.

    You might try out the new Config GUI that I have implemented. It is partially finished but should work as expected. All I have to do is to add tooltips for the config entries and add some warning messages for those options that requires game restarting to take effect.


    Quote from SolemnSoul»
    Would be neat to have Tinker's Construct support for this. :)

    Yeah, already on my to-do list.

    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    Quote from 3dsboy08»

    I got an error aswell:


    Using Java 7 or above should fix your problem.

    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    1.5.2.6 is up. Fixed issues concerning picking up. Credits are given to mes-mc for his/her contribution.

    Quote from Azarothpng»
    First would it be easy too make tools and weapon to drop like the model of the throwed axe so that it will sit in ground when dropped? It will then be picked up by right clicking it. It would give tools the feeling as in don't starve which I really like.

    Would be a little bit out of the scope of this mod, but a very good idea. I could look into it when I have time if I have good game mechanism for it. Any ideas?

    Quote from Azarothpng»
    Add configurations so that you can make any tool or weapon throwable by adding its ID. And add a option for spear like throwing instead of like an axe. For example shovels or spears from another mod.

    A configuration is planned in which players can click on the class hierarchy of items with checkboxes in front of the names. Choose by groups once for all, not with those old-fashioned id lists.

    Alternative throwing physics is also good, but it would be at lower priority.

    Quote from Azarothpng»
    Lastly i must say that the axes has a bit too much force when thrown. They fly further than arrow. It is just a bit unrealistic i think. However quite fun though :P A configuration for the throwing force would at least be nice.

    I have paid my efforts to adjust those things, but even my subjective could change over time. The best solution may be just a config for the parameters. By the way, I am little bit puzzling about you stating axes is flying further than arrows. The max range should be around 30 blocks by default. You can't even get the "Sniper Duel" achievement with an axe, while you can always do it with a bow.

    Quote from Azarothpng»
    PS pls don't add a new throwing button if more tools should be throwable. Cuz I hate having to much buttons to think of. Maybe just Q:ing tools would throw it and if you want to like drop it only throw in the ground right infront of you.

    You are kinda thinking the same thing as me. I try not adding keys for most my mods, unless it is really the best solution without spoiling simplicity. The last use case for key config I've encountered with this mod would be the wooden axe issue with WorldEdit. Last time I solved this with an id blacklist in the config to disable the wooden axe throwing. It could always be done better. For example, a command to toggle the throwing ability. Or even more adequately, detecting the presence as well as the state of WorldEdit internally.
    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    1.5.2.5, adding axe support for CoFH core, is up.

    Just a note. Tomahawks is going to have a full rewrite. Developments on the current branch has been stopped, but requests like adding mod support is welcomed, as it does not require changes in the API component.
    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    Quote from Sorenus»
    Heya! I loved your mod and made a BRAND NEW showcase for it! =)
    ......

    Thank you!
    Posted in: Minecraft Mods
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    posted a message on Tomahawks 1.5.4.0 (Throwing Axes, Updated 2015/07/13)
    1.5.2.4 is up. Should actually allow you to disable the enchantment without crashing the game.
    Posted in: Minecraft Mods
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