- AnonymousProductions
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Feb 9, 2012AnonymousProductions posted a message on 12w06a Snapshot Out For Testing!its great those villagers now do something than stand there and look creepy, zombies smashing doors are a damn good idea, it'd be great if they could break windows and such(though most servers might turn it off) and rare mobdrops should be fair, but not too good. i can see lots of people asking for something too valuable. records would be goodinstall by drag-dropping contents in minecraft.jar, its best to delete everything from the jar firstPosted in: News
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nah porting is too much of a chore. pretty much have to re learn everything from 1.8/1.9 onwards
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Thing with the witch riders?
the variable that modifies the zombies with weapons also modifies the chances for specials like that, I changed it just recently though.
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nah it has to be numerical
didn't do anything there.
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Anything fixed here?
https://dl.dropboxusercontent.com/u/59340518/MineFantasyII-2.8.1.jar
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so the exact thing that was fixed is still happening? and it's not haunted is it?
not really much benefit behind it other than cosmetics. and having them more powerful may just make the other suits redundant. but it was considered (mainly dragonforge for example). put a maybe on it.
so the unifier only works when there is only one registered ore dictionary entry? I suppose it can be counted a fault on both sides then. is unifier able to allow multiple entries, or only use the first, or does the artefact code need rewriting.?
Roads are unused due to the problem mentioned, they don't exist ingame.
minor problem, I'll have a look
initially the special plate armour model was an armet, but it didn't look very good, ended up making it a great helm
A lot of the inspiration came from there, hence the bronzed stone architecture.
I'll have a look to see if worldgen can distinguish dimensions, try prevent that happening.
of the error: all I see is this "
at minefantasy.mf2.mechanics.EventManagerMF.spawnEntity" followed by the "at biomesoplenty.common.blocks.BlockBOPCoral.getCoralType"
may be an item mismatch or something wrong being created, I'll have a look there too.
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well using the ore dictionary seemed to be the best method for easily identifying items as artefacts without too much registry getting in the way. What exactly is going wrong?
the paths worked... but the ability to use blocks to change their texture wasn't working well..
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seems like a simple fix there- wasn't able to test servers very efficiently.
Try this
https://dl.dropboxusercontent.com/u/59340518/MineFantasyII-2.8.1.jar
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Yeh, suppose "dynamic" isn't the word to use. after it finds an empty id, it sets it. so it cannot change after.
the means of identifying if its taken is the same method that the forge used to create the error. pretty much a universal means of recognizing if its filled or not.
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if you have a look at the auto-assigned option: the error comes from another mod entity. What I believe is happening is MF auto-assigns as usual, but if another mod initiates after MineFantasy: it will not attempt to adjust.
Minefantasy ids search for an empty id to use, but the other mods may not. This means if their mod initiation is after Minefantasy: the id will attempt to take that. Try changing the config for the other mod.
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just scythes? you must like mowing lawns
or is it all general tools?
cool not really perfect but it does its job.
might have a look there when i get back to it.
iron ore does require iron smithing research...
put tin ore/copper ore into the bloomery, and an equal stack size of coal. then right-click the bloomery with firestarter.
crucible makes bronze.
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From what i've seen on that link, the one recommended is the one used. it still uses a global entity id though. it seems to use both a global and mod entry. Probably a solution somewhere.
256 is "very easy to fill"? gee never thought that
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busy doing other stuff lately, not really looking for more distractions and all. later in the year I might do a few more things though.
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I did have a look at 1.9's combat system (in 1.10), though some things couldn't be modded much, I was able to make a new system that works pretty well.
http://minecraft.curseforge.com/projects/minefantasy-combat-system
Might change a few mechanics later when I get to it.
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Looks like the coding for equipped armour is very limited. it really only allows for one coloured layer and one non-coloured. So that;s a no to the dyeing leather on metal armours.. No big deal really, doesn't affect much. Leather armours can be dyed though anyway.
But I've actually looked at later MC versions, and they seem more capable, so if/when the mod is re-created for the new versions then there may be more possibility.
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"don't run with knives", haven't you heard of that saying...