By the way, im not trying to offendOnyx but are you considering on finding someone to retexture some items? the rings, necklaces and stuff look a bit... weird
Not offended I am aware that some of the textures are, well, not the best. I am a developer, not an artist. I was hoping Mr Compost would help me, but he's quite busy atm, but I do hope to get an actual texturer soon. But whenever someone says they'll help me they seem to suddenly start a new project or help someone else and end up like "Oh sorry, I am busy right now". But I hope to get a whole re-texture of most of the stuff (especially the shadow block XD I'm not fond of it at all).
Not offended I am aware that some of the textures are, well, not the best. I am a developer, not an artist. I was hoping Mr Compost would help me, but he's quite busy atm, but I do hope to get an actual texturer soon. But whenever someone says they'll help me they seem to suddenly start a new project or help someone else and end up like "Oh sorry, I am busy right now". But I hope to get a whole re-texture of most of the stuff (especially the shadow block XD I'm not fond of it at all).
I can see about making you some alternate textures ^.^ Example of my work:
Also! I wanted to let you know- when this mod is installed with Custom NPC's, the 'tab' that shows up above the player's inventory is invisible. It looks like Custom NPC's and your mod both use the same slot for that tab, because Custom NPC's tab shows up, but when clicked, it goes to your jewelry tab. Might be something to look at if you have time
Also! I wanted to let you know- when this mod is installed with Custom NPC's, the 'tab' that shows up above the player's inventory is invisible. It looks like Custom NPC's and your mod both use the same slot for that tab, because Custom NPC's tab shows up, but when clicked, it goes to your jewelry tab. Might be something to look at if you have time
I really really like your textures Also yeah, I actually changed the GUI buttons to be different in the next version. I like the tabs a lot, but unfortunately too many people use TiCon's API for that so I will just go with my own thing, you know? I feel like this is better for everybody At least for me it's better, because people can access the jewelry inventory easier XD
I really really like your textures Also yeah, I actually changed the GUI buttons to be different in the next version. I like the tabs a lot, but unfortunately too many people use TiCon's API for that so I will just go with my own thing, you know? I feel like this is better for everybody At least for me it's better, because people can access the jewelry inventory easier XD
Ahhh ok! Glad to hear you plan to fix it ^^ And I'll see what I can do for some textures :3
Any chance we can creatively choose or remove curses that we want to try?
As in, in creative mode I want to try out a certain curse, and remove its effect without dying.
I hope to add that possibility in the next version. I did previously have a way via a command, but the command was broken so I decided to remove it. I might just make it an item
I hope to add that possibility in the next version. I did previously have a way via a command, but the command was broken so I decided to remove it. I might just make it an item
Ok. Finally after MUCH tinkering all morning, I had finally managed to get the crystals to LOOK like crystals. Just for future reference, if you ever find yourself wanting to change it down the road, it's much easier to color the base texture and then use the overlay at partial transparency to make the shine. Tell me what you think! :3
Ok. Finally after MUCH tinkering all morning, I had finally managed to get the crystals to LOOK like crystals. Just for future reference, if you ever find yourself wanting to change it down the road, it's much easier to color the base texture and then use the overlay at partial transparency to make the shine. Tell me what you think! :3
It looks nice, really Too bad I can't use them anymore XD
The Meaning of Life, the Universe, and Everything.
Join Date:
1/8/2013
Posts:
164
Member Details
I want to use this mod, but there's a crash when put in with the Artifacts mod. I know it has to do with ID's, but I'm not sure what ID its referring to (item ID, biome ID, dimension ID, etc), nor why its trying to use ID 3.
I want to use this mod, but there's a crash when put in with the Artifacts mod. I know it has to do with ID's, but I'm not sure what ID its referring to (item ID, biome ID, dimension ID, etc), nor why its trying to use ID 3.
That's not my mod that causes that, it's some other mods problem (not sure if Artifacts specifically) because they have a set id value for an entity. If you look above Wolfofthenyght had the same problem, ask her to tell you how she fixed that. Other than that, this is not my problem, but I will report the problem to the actual mod author for you.
Edit: It seems Unique Artifacts is the cause, please consult the mod author for this. I have reported the issue myself.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/8/2013
Posts:
164
Member Details
When playing with the Highlands generator and Witchery's extended villages, your building tends to be spawning in awkward places. This is the second house I've found, and the second house to generate weirdly. One thing I might recommend is to make the building a tad bit smaller, but it's hard to ask that with the amount of obtainable loot in the houses.
When playing with the Highlands generator and Witchery's extended villages, your building tends to be spawning in awkward places. This is the second house I've found, and the second house to generate weirdly. One thing I might recommend is to make the building a tad bit smaller, but it's hard to ask that with the amount of obtainable loot in the houses.
There's nothing I can do there it literally depends on how Minecraft generates it. I have absolutely no control over it. If Minecraft considered that as the best place to put my house, then I guess that is indeed the best place. Can't really argue with that
The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2012
Posts:
261
Minecraft:
Mitchellbrine
Member Details
It seems the mod doesn't run in any Java version below Java 8. Is there a possibility you could find why it's compiling in Java 8 and fix it so people can play with, say, Java 7?
It seems the mod doesn't run in any Java version below Java 8. Is there a possibility you could find why it's compiling in Java 8 and fix it so people can play with, say, Java 7?
Yes, it does that because I compile it with Java 8 Just update to Java 8 because I'm not downgrading to Java 7. People need to update one day, it's not that hard (it's not like java doesn't bug you about it every day). My reason is it comes with a few features java 7 doesn't have, bug fixes and I also think it has a few improvements as well regarding performance.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/2/2014
Posts:
127
Member Details
Version 1.0.10 has been released
Added:
- Added Crystal blocks that generate in the world
- Added a few items to generate in Dungeon chests, Blacksmith chests and Stronghold chests
- Added a total of 5 new structures that generate in the world
- The Pentagram now has an actual effect (takes 1 health from an entity that is right by the player and heals the player; if the player is at full health, an extra empty heart is added)
- The player renders in the Jewelry GUI (makes it easier for you to see how the jewelry render)
- Added different loot to chests in different places (Dungeons, Pyramids, Strongholds etc)
- Added a new 'weight' value to the Curse api
Removed:
- Removed the Crystal item
Changed:
- The Pentagram now renders beneath your feet when you look down and no longer does it in your inventory; it is also a lot smaller
- Changed Entity registration so it only uses 'registerModEntity' to fix potential issues
- Changed Crystal from craftable items to blocks that generate in the world
- Changed Jewelry Tab to not override TiCon tabs (sorry TiCon, your system is good, but not for me)
- Some curses can no longer acquired in hardcore (such as Rotten Heart, Midas Touch etc) which would make it impossible to work with and require a total restart of the game
- Updated the curse API so now people can specify when a curse can be activated (I believe the world is all you need :p)
- Curses now use a random weight system in order to get chooses (this allows for different curses to have a lower chance to appear than others)
- Midas Touch now has a lower chance of appearing
Fixed:
- Fixed NEI from overlapping the guide GUI
- Fixed an issue with the Liquids tab crashing
- Fixed Jewelers having only rings as jewelry options
- The mod is now compatible with both Java 7 and Java 8 once more
Thank you
Not offended I am aware that some of the textures are, well, not the best. I am a developer, not an artist. I was hoping Mr Compost would help me, but he's quite busy atm, but I do hope to get an actual texturer soon. But whenever someone says they'll help me they seem to suddenly start a new project or help someone else and end up like "Oh sorry, I am busy right now". But I hope to get a whole re-texture of most of the stuff (especially the shadow block XD I'm not fond of it at all).
I can see about making you some alternate textures ^.^ Example of my work:
Logo for jaredlll08's magic mod: http://prntscr.com/6vvx71
Pixel art tools for my own mod: http://prntscr.com/4pa358
Pixel art jewelry replacer for Unique Artifacts: http://prntscr.com/5cz8vn
Also! I wanted to let you know- when this mod is installed with Custom NPC's, the 'tab' that shows up above the player's inventory is invisible. It looks like Custom NPC's and your mod both use the same slot for that tab, because Custom NPC's tab shows up, but when clicked, it goes to your jewelry tab. Might be something to look at if you have time
I really really like your textures Also yeah, I actually changed the GUI buttons to be different in the next version. I like the tabs a lot, but unfortunately too many people use TiCon's API for that so I will just go with my own thing, you know? I feel like this is better for everybody At least for me it's better, because people can access the jewelry inventory easier XD
Ahhh ok! Glad to hear you plan to fix it ^^ And I'll see what I can do for some textures :3
Any chance we can creatively choose or remove curses that we want to try?
As in, in creative mode I want to try out a certain curse, and remove its effect without dying.
I hope to add that possibility in the next version. I did previously have a way via a command, but the command was broken so I decided to remove it. I might just make it an item
Good to hear. Good to hear!
Ok. Finally after MUCH tinkering all morning, I had finally managed to get the crystals to LOOK like crystals. Just for future reference, if you ever find yourself wanting to change it down the road, it's much easier to color the base texture and then use the overlay at partial transparency to make the shine. Tell me what you think! :3
It looks nice, really Too bad I can't use them anymore XD
I want to use this mod, but there's a crash when put in with the Artifacts mod. I know it has to do with ID's, but I'm not sure what ID its referring to (item ID, biome ID, dimension ID, etc), nor why its trying to use ID 3.
http://pastebin.com/cFfx0j7n
That's not my mod that causes that, it's some other mods problem (not sure if Artifacts specifically) because they have a set id value for an entity. If you look above Wolfofthenyght had the same problem, ask her to tell you how she fixed that. Other than that, this is not my problem, but I will report the problem to the actual mod author for you.
Edit: It seems Unique Artifacts is the cause, please consult the mod author for this. I have reported the issue myself.
Can't wait for the next update!
I got this crash when opening the Molten Liquids creative tab.
http://pastebin.com/yLnv3sBy
Thank you for the bug report. This will be fixed in the next update
When playing with the Highlands generator and Witchery's extended villages, your building tends to be spawning in awkward places. This is the second house I've found, and the second house to generate weirdly. One thing I might recommend is to make the building a tad bit smaller, but it's hard to ask that with the amount of obtainable loot in the houses.
Since I can't get the forum's image thing to work, here's a link: http://postimg.org/image/jlgi4jerd/
There's nothing I can do there it literally depends on how Minecraft generates it. I have absolutely no control over it. If Minecraft considered that as the best place to put my house, then I guess that is indeed the best place. Can't really argue with that
It seems the mod doesn't run in any Java version below Java 8. Is there a possibility you could find why it's compiling in Java 8 and fix it so people can play with, say, Java 7?
Yes, it does that because I compile it with Java 8 Just update to Java 8 because I'm not downgrading to Java 7. People need to update one day, it's not that hard (it's not like java doesn't bug you about it every day). My reason is it comes with a few features java 7 doesn't have, bug fixes and I also think it has a few improvements as well regarding performance.
Version 1.0.10 has been released
Added:
- Added Crystal blocks that generate in the world
- Added a few items to generate in Dungeon chests, Blacksmith chests and Stronghold chests
- Added a total of 5 new structures that generate in the world
- The Pentagram now has an actual effect (takes 1 health from an entity that is right by the player and heals the player; if the player is at full health, an extra empty heart is added)
- The player renders in the Jewelry GUI (makes it easier for you to see how the jewelry render)
- Added different loot to chests in different places (Dungeons, Pyramids, Strongholds etc)
- Added a new 'weight' value to the Curse api
Removed:
- Removed the Crystal item
Changed:
- The Pentagram now renders beneath your feet when you look down and no longer does it in your inventory; it is also a lot smaller
- Changed Entity registration so it only uses 'registerModEntity' to fix potential issues
- Changed Crystal from craftable items to blocks that generate in the world
- Changed Jewelry Tab to not override TiCon tabs (sorry TiCon, your system is good, but not for me)
- Some curses can no longer acquired in hardcore (such as Rotten Heart, Midas Touch etc) which would make it impossible to work with and require a total restart of the game
- Updated the curse API so now people can specify when a curse can be activated (I believe the world is all you need :p)
- Curses now use a random weight system in order to get chooses (this allows for different curses to have a lower chance to appear than others)
- Midas Touch now has a lower chance of appearing
Fixed:
- Fixed NEI from overlapping the guide GUI
- Fixed an issue with the Liquids tab crashing
- Fixed Jewelers having only rings as jewelry options
- The mod is now compatible with both Java 7 and Java 8 once more
So what happened with my suggestion? With the Creative Mode stuff and all?