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  • Awesomebob74
  • Registered Member
  • Member for 9 years, 7 months, and 1 day
    Last active Sat, Jul, 27 2013 14:28:31
  • 0 Followers
  • 1,358 Total Posts
  • 233 Thanks
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  • View Awesomebob74's Profile

    1

    Jul 18, 2012
    Awesomebob74 posted a message on Direwolf20's Mod Installation support thread
    Quote from UniZero

    Do you have an ati gfx card? If so and you use optifine then use the Smooth C3 version as some versions can cause issues with ati cards..


    ati...

    (╯°□°)╯︵ ┻━┻

    brb, buying an nvidia.
    Posted in: Mods Discussion
  • View Awesomebob74's Profile

    5

    Jul 9, 2012
    Awesomebob74 posted a message on How do we feel about 1.3?
    ITT: OP blogs about how much he doesn't like change, people respond.
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    2

    Jul 9, 2012
    Awesomebob74 posted a message on Nether Wart can now grow in the Overworld and the End in 12w27a ( With official response from Dinnerbone)
    DA!

    Nether should be challenging, agree. That challenge should NOT come from trying to stay awake while essentially watching paint dry.
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    2

    Jul 9, 2012
    Awesomebob74 posted a message on Note regarding posting links to downloads with adf.ly
    Quote from enderman10667

    I do not get why people are so anni,oyed about a 5 SECOND wait for adf.ly. It is just 5 seconds from your life. Plus, it helps the modder who made the mod. As long as you only link to your content, I say adf.ly it up!

    LEARN.
    TO.
    READ.
    Quote from Awesomebob74

    Also, **** your 5 seconds. Seriously that is the most tired argument from that side, ever.
    It could be instantaneous and I would still HATE that site!

    It's not about 5 seconds. It's about entitled modders wanting money more than community.
    Posted in: Minecraft Mods
  • View Awesomebob74's Profile

    2

    Jul 8, 2012
    Awesomebob74 posted a message on Please do NOT make leather needed for new book recipe!!
    Quote from vindew

    It's called work, yes even in video games you have to work to get something. You people just want instant gratification nowadays don't you?
    To lazy to do the work.

    Lemme guess, you walked up hill both ways to school in the driving snow through a hail of enemy gunfire?

    Seriously, why do people want a second job?

    Also, most people just want cows to drop leather more reliably. if you'd read the thread instead of replying to the topic, you'd know that.


    whoops. nevermind the derpy nyan cat

    *less than graceful exit*
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    2

    Jun 27, 2012
    Awesomebob74 posted a message on Note regarding posting links to downloads with adf.ly
    Quote from bluelightzero

    have you no idea how good adfly is?
    it gives an incentive for the modders to keep updating their mods!

    i bet if they banned them most mods will not even go up next update.
    remember: its only 5 seconds, not asking for much is it?


    Adfly is awful.
    It gives incentive only for the greedy. Your third statement proves me right (if modders didn't get paid, they'd quit. Meaning they don't do this for anything but a weak paycheck).

    Even if banned on this site, the modders would still link off site like eloram and spacetoad do.

    My only hope is that mojang takes over mod distribution when they release the API. Then we will only get mods from those that just want to make mods. Not sad ass mods made for a quick buck.


    Also, **** your 5 seconds. Seriously that is the most tired argument from that side, ever.
    It could be instantaneous and I would still HATE that site!
    Posted in: Minecraft Mods
  • View Awesomebob74's Profile

    1

    Jun 12, 2012
    Awesomebob74 posted a message on Ender Chests now store items per player, but got nerfed at the same time (HUGE item loss bug in 12w24a)
    Thank goodness the mod still exists, as this thing is now useless.
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    2

    Jun 9, 2012
    Awesomebob74 posted a message on How to simply balance the xp system
    I still think xp should be used to improve your character (stats & skills) and some other route should be taken for enchanting. Something dealing with learning the ability from villagers then finding enchants in dungeon chests.
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    3

    Jun 8, 2012
    Awesomebob74 posted a message on Easy way to update to a snapshot
    You people and your pictures.

    What good is a picture of a jar loading program?
    Does the fact that the OP showed you a success window validate this as a real program?

    Seriously, get over yourselves.
    Posted in: Recent Updates and Snapshots
  • View Awesomebob74's Profile

    1

    Jun 7, 2012
    Awesomebob74 posted a message on If you could ADD a tool, what would it be?
    Goggles.

    With a HUD.

    On that hud is:
    Night vision.
    Ore Radar (just shows ore density, not type)
    Entity radar (shows mobs as red dots, varying shaded denote elevation)
    Sonar mapper for caves.
    Surface mapper (minimap).

    and... they look cool @[email protected]


    Posted in: Survival Mode
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  • View iPixeli's Profile

    222

    Apr 18, 2011
    iPixeli posted a message on iPixeli's Gender Mod

    ** Disclaimer: CurseForge.com and forgecdn.net are the current official locations to obtain this mod. Files obtained elsewhere were uploaded without permission from iPixeli. It is possible that files and mod packs obtained from other locations or means are not genuine and have been altered or tampered with. **

    iPixeli


    About - This mod has been around since April of 2011!

    This mod adds player ages and genders that have their own hurt sounds, models and textures. Zombies also have genders and textures based on the zombie's age and gender combination. Use this on your server to synchronize all the settings for each player across all connected clients!

    Player Genders - Males: Just like normal Minecraft, but with the old hurt sounds!
    Player Genders - Females: Are slightly smaller than males, have their own default texture and have their own hurt sound.
    Player Genders - Other:
    Can be used as more gender-less or non-binary option. Like other
    genders, this has a default texture unique to this option. Players can
    choose their model.
    Player Ages - Children: Are smaller, have their own default texture based on gender and age, and have a higher pitched hurt sound.
    Player Textures: When player doesn't have a set skin, a default texture is used. Textures are based on the age and gender combination.
    Zombie Genders: There are occasional female zombies.
    Zombie Textures: Textures are based on the zombie's age and gender combination.

    Gender uses core modding to directly modify Minecraft code before the game runs


    Downloads

    Download from CurseForge: https://www.curseforge.com/minecraft/mc-mods/gender


    ** Disclaimer: CurseForge.com and forgecdn.net are the current official locations to obtain this mod. Files obtained elsewhere were uploaded without permission from iPixeli. It is possible that files and mod packs obtained from other locations or means are not genuine and have been altered or tampered with. **


    Installation

    1) Install MinecraftForge
    2) Put a the .jar file into the mods folder (see locations below).
    3) If you have a .zip file, extract file into the mods folder

    Minecraft Folder Locations:
    • Windows: /AppData/Roaming/.minecraft
    • Mac: Home -> Library -> Application Support -> Minecraft
    • Linux: ~/.minecraft

    How to use: Press G for the mod main menu
    How to set Hotkey: While in game, press Esc, Click Options, Click Controls


    FAQ

    • Can I use this mod in a video?
    Yes. Please link back to this page: https://www.curseforge.com/minecraft/mc-mods/gender/

    • Can I put this mod in a ModPack?
    Yes. Please see the README file included inside the download file.

    • Can I host the mod file on my website / server / online so others can download it?
    No.

    • Will other users of the mod see the mod features even though the server does not have it installed?
    In order to see the effects this mod adds, you only need the client installed. When installed on a server, profile settings of all clients will be send to connected players.

    • Does this mod require special skins?
    The skin you set on your Minecraft Profile is not removed by this mod. If a user has a skin, their skin will show. If a user does not have a skin or the skin cannot be loaded, the default player textures will show based on the player's age and gender.

    • Where did you get the idea for this mod?
    This is the original mod that adds females/genders children/age into Minecraft. I originally created this mod because I was annoyed at being a male caveman back in April of 2011. You can find more information here.

    • Discord?
    Since that's a thing people ask

    • How can I contact you?
    (CurseForge) Private Message


    Help & Troubleshooting

    • I don't see the model or texture changes
    Another mod you have installed may conflict with Gender's core modding. This should not happen. Gender uses core modding to inject it's hooks into Mojang code before Minecraft starts. If another mod has replaced or removed specific things in the code, there may be issues. Should this occur, it's likely that Gender isn't the only incompatibility that the other mod has. All modders should use it sparingly and inject code instead of replace code to maintain mod compatibility.

    • Helpful Info
    Please press 'G' (default key) to open the Gender menu. Then click on the button that looks like a book with a question mark. This will bring you to a screen that has information helpful for troubleshooting. When sending me a message, you may also want to list the other mods you have installed as one of them could be causing the problem.

    • Report Issue:
    (CurseForge) Private Message or (CurseForge) Issue Tracker



    Information for Texture Pack & Mod Pack Creators

    Mod Files Directory:
    • minecraft\config\gender

    Sound Locations:
    • gender:malehurt
    • gender:femalehurt

    Texture Locations:
    • minecraft:textures/entity/steve.png
    • minecraft:textures/entity/alex.png
    • gender:textures/entity/charmalechild.png
    • gender:textures/entity/charfemale.png
    • gender:textures/entity/charfemalechild.png
    • minecraft:textures/entity/zombie/zombie.png
    • gender:textures/entity/zombiemalechild.png
    • gender:textures/entity/zombiefemale.png
    • gender:textures/entity/zombiefemalechild.png


    Thanks
    jjw123FTB (twitter.com) - the only one with my permission to continue this mod should I ever stop
    Proloe (minecraftforum.net) - for the female adult texture
    WednesdayLaw (minecraftforum.net) - for the female sound file
    thecheeseman (freesound.org) - for the male sound file
    The MCP team (modcoderpack.com) - for the Minecraft Coder Pack
    The Minecraft Forge team (minecraftforge.net) - for Minecraft Forge

    Posted in: Minecraft Mods
  • View jamioflan's Profile

    968

    Feb 26, 2011
    jamioflan posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    The new Flan's Mod Website is up!
    For downloads, content packs, servers and more, go check it out

    If it is down, you can get all the files for the mod and official content packs HERE


    Join our new Discord


    Check out the Flan's Mod: Apocalypse teaser trailer and new videos on my YouTube channel



    Also, like my mod on Facebook for development updates and follow my Twitter for more random mod related stuff

    Check out the mod trailer here:


    I'm restarting my Patreon page on which you can pledge support and get sweet rewards such as getting your favourite guns and vehicles added to Flan's Mod official content packs!


    If you are looking for the perfect present for your Flan's Mod obsessed friends, why not get them some 3D printed vehicle icons and make them some badges or fridge magnets?


    Check these and other models out at my Shapeways store

    Looking for downloads? Everything is on my website, flansmod.com
    Posted in: Minecraft Mods
  • View chicken_bones's Profile

    1060

    Dec 31, 2011
    chicken_bones posted a message on ChickenBones Mods

    As of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.


    All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
    As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
    Code Chicken Core is part of Code Chicken Lib as of 1.11



    Go check out the Discord for bug reports and questions.

    ModPacks:
    You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.

    TexturePacks:
    Go for it!

    Adf.ly:
    If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much



    I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.

    Old Post
    Downloads and Installation
    In case you missed it DOWNLOAD MY MODS HERE

    CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/

    WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/

    CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.

    All mods require CodeChickenCore.
    All mods go in the mods folder.

    For Mod Developers
    All of my mods have source avaliable on either BitBucket https://bitbucket.org/ChickenBones or GitHub https://github.com/Chicken-Bones

    Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
    Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.

    Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.

    CodeChickenCore
    This is just a library of classes that all my mods use. You need to install this if you are going to install any of my mods.

    Just throw this in the mods folder.

    CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
    The following public release contains some libraries that I believe may be of use to other modders.
    It currently contains the following:


    • Model library cable of importing obj files
    • 3D transformation library
    • Flexible and simple packet system
    • Colour helper classes
    • A few other misc helper functions

    License
    All source code in this package is provided to any modder under the following conditions.

    1. The modder notifies me the first time they decide to use any code from this package in their mod.
    2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
    3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
    4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)

    Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.

    Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.

    If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.

    Source code may be found on the github
    https://github.com/Chicken-Bones/CodeChickenLib
    Releases may be found on the jenkins download page
    http://files.minecraftforge.net/CodeChickenLib/

    Common Pitfalls My model renders like this: http://puu.sh/29Da9
    Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.

    Not Enough Items (NEI)
    Overview
    NEI is a successor to both Too Many Items and Recipe Book. It arose around the same time as Craft Guide when Alexandria and a few others on the IRC suggested that I merge both Too Many Items and Recipe Book to remove their greatest flaws, ironically too many items, or in the case of recipe book, too many recipies. Too Many Items was great, but the one thing it lacked was an easy way to search and sort your items. When you had a mod like Red Power coming along with 10000 items both TMI and Recipe Book were racking up the pages. Even if you don't want to use NEI for cheating in items, you will likely feel right at home with the Recipe component of the mod.

    Videos

    A good mod spotlight highlighting most features of the mod by Direwolf20.
    [media][/media]

    A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4
    [media][/media]

    A nice mod review by piedudeaus
    [media][/media]

    Another mod Spotlight by Phobic Bus with information on how to install.
    [media][/media]

    A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.
    [media][/media]


    Differences\Enhancements

    Now you're probably thinking, I've seen TMI before, what a ripoff. What makes this one so much better? For a detailed explanation read on. A simple list is below.

    • Recipe Mode (Crafting, Smelting, Brewing)
    • Item Searching
    • Item Subset Dropdown menu (Hiding\Showing)
    • Complete SMP support if installed on server
    • Enchantment Sector
    • All types of Mob Spawners obtainable and place able.
    • Magnetic Mode
    • Heal Button
    • Mob Spawners in SMP show the mob type
    • Advanced configuration files
    • In game Options Menu
    • A few handling tweaks
    • An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader

    Detailed Information Recipe View
    Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
    Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).

    Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.

    Usage mode shows you all the recipes that contain that Item.

    And it shows shapeless recipes too.

    The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
    Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.

    Item Search Box
    The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.

    The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.

    Item Subsets
    The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.

    Mods can use the API to generate their own tag sets.

    Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.

    If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.

    You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
    Enchantment Selector
    By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.

    Trash
    The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
    1. Click on it while holding an item it will delete the item you are holding.
    2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
    3. Hold SHIFT while clicking on it will clear your inventory.
    4. Just clicking normally will toggle Trash Mode
    Trash Mode
    When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
    Creative Mode
    Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
    Rain
    Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
    Magnet Mode
    The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.

    Utility Buttons
    The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
    The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
    Save States
    There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.

    Options Menu
    This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.

    The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.

    The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.

    Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.

    Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)

    Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
    This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
    This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.

    Save states merely sets weather or not to show the save states, self-explanitory.

    If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.

    The KeyBindings all do what they say. Click on them and then press the key you want to change it to.

    Mob Spawners
    NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.

    Various Inv Tweaks
    Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
    SMP
    Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
    Config
    There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
    Server Config
    A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).

    Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.

    I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.

    The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.

    NEI RedPower Module

    Due to Eloraam's kindness she has permitted this small module that will add features to NEI from RedPower. It will add the RedPower dropdown tags you see in the screen shots, Show all types of microblocks and redwires and add the Alloy Furnace recipe handler. Install it if you have RedPower.

    Installation and Plugins

    Same as the rest of my mods, place the jar in the mods folder.

    An install video is in the spoiler below.

    [media][/media]

    Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home


    Credits Inspired by TooManyItems and Recipe Book.
    Many friendly and supportive Beta Testers.

    Ender Storage
    Overview
    EnderStorage is a mod that offers a means to store your items in The END, causing them to be everywhere and nowhere at the same time. All EnderStorage makes use of the magic of colors to link storage with its little piece of The END. Any EnderStorage with the same color code share inventory (even across dimensions). Currently there are two types of storage, EnderChest and EnderPouch.

    EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.

    EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.

    As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.


    Screenshots




    Videos

    Mod Spotlight by Direwolf20
    [media][/media]
    Wireless Redstone Chicken Bones Edition (WR-CBE)
    Overview
    In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.

    The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.


    Differences from the original mod

    Now you're probably thinking, I've seen a mod like this before. What makes this one so much better? For a detailed explanation read on. A simple list is below.

    Changes:


    • Advanced GUI
    • Triangulator vector based
    • No GUI to use remote just hold right click. Remotes also set frequencies
    • Fancier block models integrated with RedPower Logic
    • Sniffer fades out and shows frequency with mouse over

    Additions:

    • Frequency Naming
    • Coloured Frequencies
    • Jamming
    • REP
    • Wireless Map
    • Addons for SMP
    • SMP frequency permissions and Private Sniffer
    • Interdimensional Ether
    • Trackers

    Videos

    A nice mod spotlight by Direwolf20.
    [media][/media]

    A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.
    [media][/media]


    Detailed Information Core

    GUI
    As you can see the gui has had some serious advancements.

    Simple
    Yes the simple gui is still there

    Colour
    A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.

    Naming
    The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.

    Transmitter
    The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.

    Receiver
    A receiver will power connected devices if there are any transmitters currently active on its frequency.

    SMP permissions
    There is a fairly complicated permissions system in place for SMP management.

    The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.

    It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.

    Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
    Public frequencies are there for anyone to do whatever they want with.
    Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.

    These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.

    Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.

    Bolt Effect


    What more can I say, Epic huh.
    The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
    For those who are intirested, L-Systems.


    Addons

    Remote
    The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.



    Triangulator
    The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.

    For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.

    Wireless Sniffer
    The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.

    Private Sniffer
    The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.

    Wireless Map
    The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
    There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.

    While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.

    Wireless Tracker
    The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.

    These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.

    Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.

    REP
    The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.


    Logic

    Formerly known as WR-CBE Redpower, this module contains the blocks of the mod. It requires ForgeMultipart, an open source multipart library to be installed and allows the tiles to be placed on walls and ceilings with covers and other multiparts.



    Note the jammer is supposed to be disabled when powered.

    ComputerCraft Integration
    Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()


    Credits Aliaz - Original Wireless Redstone mod.
    Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
    Alexandria, madindehead, Kenny - Beta Testing.

    ChickenChunks
    Overview
    As you all should know, the minecraft world is seperated into chunks. 16x16 areas that are loaded depending on how close a player is to them. If you have machines or plants or anything that does something in a chunk that is not loaded because there are no players nearby nothing will happen.

    This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.


    What makes my chunkloader better

    So you've seen a few of these things around before, Teleport Pipes has one, Railcraft has two. Immibis has one. Here's a short feature list.

    Features:


    • Will reload chunks after a server restart
    • Works with frames
    • 100% not buggy guarantee (I'll fix it if you find a bug).
    • External viewer for seeing the loaded chunks and making sure everything works.
    • Server owners can set the number of loaded chunks per player, per dimenion and globally.
    • Will load and unload mystcraft dimensions as needed.
    • Server Operators can set them to only work when a player is online.

    Detailed Information


    Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.

    The radius determines the number of chunks to load around this one inclusive.
    The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
    The number of chunks loaded is shown below the radius.
    The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.

    The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.

    ChunkViewer
    Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.

    It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
    The Red blocks are loaded chunks.
    The Yellow blocks are chunkloaders.
    The Green blocks are chunks that are being held by a chunkloader
    The Blue blocks are players.
    In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
    The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
    Mousing over a chunkloader or player will show info about it as a tooltip.

    You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.

    The Gui will close if you leave the server.

    Server Config Options
    The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
    The server can also add player names to a list to have chunkloaders only work when the player is online.
    There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]


    Screenshots







    Credits MouseCop - Art.

    EAQ
    Q. When will your mods be updated?
    A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.

    Q. java.lang.NoClassDefFoundError: codechicken/core/something
    A. Install Code Chicken Core.

    Q. I can't spawn items!
    A. Change from Recipe Mode to Cheat Mode

    Q. Can we have wireless bundled cables (or any other variant)?
    A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.

    Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
    A. Logs or it didn't happen.

    Reporting Bugs

    If you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
    1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
    2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
    3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
    4. Post the information on the thread.
    Always use pastebin for logs.
    Do not PM me with any issues, I will delete your PM. Use the thread or IRC

    Thanks:
    Victorzimmer for giving me an ftp server to host on.

    Disclaimer:
    While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on.

    Posted in: Minecraft Mods
  • View xkyouchoux's Profile

    31

    Jan 17, 2012
    xkyouchoux posted a message on [1.1][V:1.0.6]Enchantments Mod(Currently contains 23 original enchantments)
    Enchantments Mod
    Requires ModLoader

    After much consideration, I am going to continue this mod.
    There will be some major changes tho. I will be switching over to PlayerAPI, and some enchantments will probably be dropped. Please have a look at the poll, and put your response, as it will help me while updating.


    I recommend using Sensible Enchanting, EnchantViewer, or Better Enchanting with this mod!

    Please, when updating, install on a FRESH mincraft jar, or use a mod installer! Most crash's are due to outdated code due to Installing over a previous file. Do me a favor, and Install this mod on a new minecraft.jar solely containing the prerequisites.

    Change Log
    Version: 1.0.0 :: Released
    Version: 1.0.1 ::
    Version: 1.0.2 ::
    Version: 1.0.3 :: Forum post
    Version: 1.0.4 :: Forum post
    Version: 1.0.5 :: Forum post
    Version: 1.0.6 :: Forum post

    Including the enchantments, I have also made some content.


    I have made it to where I can set a enchantment for only a pickaxe, shovel, or axe, or all three.
    
    I have made various changes to current enchantments.
    
    Unbreaking will now be given to all enchantable items.
    
    Fortune will only be given to a pickaxe.
    
    I have made Hoes and Shears enchantable, giving them various enchantments.
    
    Explosions will now cripple anything they hit for 3 seconds
    
    Slimes have 10% chance to do a level 1 poison to anything they hit
    
    Magma Cubes have a 2% chance to do a level 2 poison to anything they hit
    
    Skeletons have a .01% chance to do a level 3 poison to anything they hit(This chance is the same as finding a natural pink sheep, you will know if you get poisoned by a skeleton)
    
    Dispensers can now dispense Enchanted Arrows* by having atleast 1 arrow in the dispenser and having 1 of these in the dispenser along with it.
    
    [Enchantment - Item/Block]
    [Godly II - Diamond] - will not detonate if it is to close to the Dispenser
    [Explosion II - Gunpowder] - same as above.
    [Poison I - Slime Ball]
    [Poison II - Magma Cream]
    [Slow I - Cobblestone]
    [Flame I - Coal]
    
    It has a 10% chance of removing one of the item/block away after use.
    
    *Not really enchanted.
    
    You can now repair enchanted items and they will keep their enchantments, but they loose 5% durability for every enchantment.
    
    If you do not Like something, Please post in forum and I may fix it :P
    
    There will now be a config file that is created in mods/Enchantment Mod/


    Here is a complete list of enchantments I have added.

     Enchantment Name - type
    Enchantment description
    Levels
    
    Current Enchantments:
    
    Bound - All - ID: 70
    Level 1 - 25% chance to keep the item on death
    Level 2 - 50% chance to keep the item on death
    Level 3 - 75% chance to keep the item on death
    Level 4 - 100% chance to keep the item on death
    
    Blessed - Bow - ID: 71
    Level 1 - 1.5 hearts of extra damage to undead
    Level 2 - 3 hearts of extra damage to undead
    Level 3 - 4.5 hearts of extra damage to undead
    Level 4 - 6 hearts of extra damage to undead
    Level 5 - 7.5 hearts of extra damage to undead
    
    Boom - Bow - ID: 72
    Level 1 - blast radius is small
    Level 2 - blast radius is medium
    Level 3 - blast radius is large
    
    Godly - Bow - ID: 73
    Level 1 - makes 1 lightnings strick where the arrow hit
    Level 2 - makes 2 lightnings strick where the arrow hit + Boom 1
    Level 3 - makes 3 lightnings strick where the arrow hit + Boom 2
    
    Stalker - Bow - ID: 74
    Level 1 - finds a entity within 2 blocks of the arrow
    Level 2 - finds a entity within 4 blocks of the arrow
    Level 3 - finds a entity within 6 blocks of the arrow
    Level 4 - finds a entity within 8 blocks of the arrow
    
    Harvester - Hoe - ID: 76
    Level 1 - up to 1 extra wheat, melon, or nether wart seed (Right Click)
    Level 1 - 25% chance to get a seed from tilling grass
    Level 2 - up to 2 extra wheat, melons, or nether wart seeds (Right Click)
    Level 2 - 50% chance to get a seed from tilling grass
    Level 3 - up to 3 extra wheat, melons, or nether wart seeds (Right Click)
    Level 3 - 75% chance to get a seed from tilling grass
    
    Speed - Boots - ID: 84
    Level 1 - 125% Moving Speed
    Level 2 - 150% Moving Speed
    Level 3 - 175% Moving Speed
    
    Slow - Bow - ID: 83
    Level 1 - 25% Moving Speed for 3 seconds
    Level 2 - 25% Moving Speed for 6 seconds
    Level 3 - 25% Moving Speed for 9 seconds
    
    Cleverness - Sword - ID: 80
    Level 1 - 100% more exp from mobs
    Level 2 - 200% more exp from mobs
    Level 3 - 300% more exp from mobs
    
    Vampirism - Sword - ID: 78
    Level 1 - When you kill a entity, heals 1/2 hunger, if hunger is full, heals 1/2 heart
    
    Fortune - Shears - ID: 82
    Level 1 - get 1 extra seeds or string using shears
    Level 2 - get 2 extra seeds or string using shears
    Level 3 - get 3 extra seeds or string using shears
    
    Poison - Sword - ID: 85
    Level 1 - 1/2 heart(s) per second for 5 seconds
    Level 2 - 1 heart(s) per second for 5 seconds
    Level 3 - 1 1/2 heart(s) per second for 5 seconds
    
    Guard - Sword - ID: 86
    Level 1 - When blocking, negates 1/2 heart(s) worth of extra damage
    Level 2 - When blocking, negates 1 heart(s) worth of extra damage
    Level 3 - When blocking, negates 1 1/2 heart(s) worth of extra damage
    
    Reflection - Armor - ID: 88
    Level 1 - 1/2 heart(s) Reflected on being damaged(You still take damage)
    Level 2 - 1 heart(s) reflected on being damaged(You still take damage)
    Level 3 - 1 1/2 heart(s) reflected on being damaged(You still take damage)
    Level 4 - 2 heart(s) reflected on being damaged(You still take damage)
    
    Looting - Bow - ID: 87
    Level 1 - Chance to get 1 extra drop(s) from a Entity
    Level 2 - Chance to get 2 extra drop(s) from a Entity
    Level 3 - Chance to get 3 extra drop(s) from a Entity
    
    Cleverness - Bow - ID: 89
    Level 1 - 100% more exp from mobs
    Level 2 - 200% more exp from mobs
    Level 3 - 300% more exp from mobs
    
    Velocity - Bow - ID: 90
    Level 1 - 25% more arrow speed
    Level 2 - 50% more arrow speed
    Level 3 - 75% more arrow speed
    Level 4 - 100% more arrow speed
    
    Lumberjack - Axe - ID: 91
    Level 1 - When chopping wood, will drop all wood around it
    
    Sprinter - Legs - ID: 92
    Level 1 - While sprinting, will reduce the amount of exhaustion by half
    
    Arrow Deflection - Armor - ID: 93
    Level 1 - Will deflect all arrows where the armor is covering the player
    Helmet will only block head shots, chest will only block body shots, legs will only block leg shots and boots will only block feet shots
    
    Poison - Bow - ID: 94
    Level 1 - 1/2 heart(s) per second for 5 seconds
    Level 2 - 1 heart(s) per second for 5 seconds
    Level 3 - 1 1/2 heart(s) per second for 5 seconds
    
    Lead Footed - Boots* - ID: 95
    Level 1 - Reduces knockback
    Level 2 - Reduces knockback
    Level 3 - Reduces knockback
    Level 4 - Reduces knockback
    
    *Im not sure about the % yet, have to do a bit of looking it over to get the % sorry.
    
    Fury - Sword - ID: 96
    Level 1 - Attacked mob will attack the closest mob to it that is not the attacker.
    *This enchantment is pretty rare. Every level after will increases the distance it searches for a mob.
    
    Fury - Bow - ID: 97
    Level 1 - Attacked mob will attack the closest mob to it that is not the attacker.
    *This enchantment is pretty rare. Every level after will increases the distance it searches for a mob.
    
    Critical - Sword - ID: 98
    Level 1 - Allows the player to strike critical without jumping
    *every level after increases the chance to hit a critical, 5 Levels
    
    Critical - Bow - ID: 99
    Level 1 - Allows the player to strike critical without filly charging
    *every level after increases the chance to hit a critical, 5 Levels
    
    Seeder - Hoe - ID: 100
    Level 1 - Allows the player to get seeds from tilling grass.
    *every level after increases the chance to get seeds.
    
    Poison Resistance - Plate - ID: 101
    Level 1 - Blocks level 1 poison
    Level 2 - Blocks level 2 poison
    Level 3 - Blocks Level 3 poison
    
    Health Regeneration - Armor - ID: 102
    Level 1 - Regenerates 1 half heart every 25 seconds
    Level 2 - Reduces the time to regenerate by 3 seconds
    *the effect is stacked for every piece of armor that has the enchantment. for every level the time is reduced by 3. So if you have all with health regen 2, it will heal 1 half heart a second.
    
    Burning Touch - Tool - ID: 103
    Level 1 - If a block is used in the furnace, it has a 10% chance to collect the product instead of the block.
    Level 2 - If a block is used in the furnace, it has a 50% chance to collect the product instead of the block.
    
    Jump Height - Boots - ID: 104
    Level 1 - Allows you to jump 1 half block higher.
    Level 2 - Allows you to jump 1 full block higher.

    These enchantments are not compatible


    Sword - Cleverness : Looting
    Bow - Godly : Boom
    Bow - Godly : Fire
    Bow - Boom : Fire
    Bow - Knockback : Velocity
    Bow - Knockback : Boom
    Bow - Cleverness : Looting


    This mod is not compatible with risugami's Arrow Mod, sorry.

    Suggested Enchantments (That I know of)

    BreastPlate deflecting arrows
    Boots reduce knockback
    Arrow Deflection with armor
    Boots give more jump height
    Legs reduce hunger cost while sprinting
    Damage reflection
    Arrow Speed while in air increased
    Arrow Range increased
    Arrow anti-gravity?
    Sword increased chance of critical
    Sword Charge up
    
    Sorry if i forgot any xD

    Please suggest more enchantments for things that can already be enchanted! All tho I do have ideas, it helps to know what you like!

    Installation

    Thanks - SillyGooseNati0n

    Mod Reviews
    Here is a nice mod spotlight of Version 1.0.2 by - Notforgrins


    Pictures

    Note: These pictures uses a mod called Better Enchanting, It is being used to show that there are enchantments added. If you want to see what they do, get them in game and find out.


















    Banners

    Thanks to: Scorpinax
    [URL=http://www.minecraftforum.net/topic/951153-11v105enchantments-modcurrently-contains-18-origional-enchantments/][IMG]http://img339.imageshack.us/img339/8373/292525137752487m3.jpg[/IMG][/URL]



    I will get the creator later.


    [URL=http://www.minecraftforum.net/topic/951153-11v105enchantments-modcurrently-contains-18-origional-enchantments/][IMG]http://i.imgur.com/YmSMB.png[/IMG][/URL]



    If someone would be kind enough.. I need banners :)




    Downloads
    Main - Download: 1.0.6

    ForgeAPI File Patch - Download - 1.0.6

    Please, please post on what you think, and suggest more enchantments!

    Copyright

    This document is Copyright ©(2011) and is the intellectual
    property of the author. Only Minecraftforum.net and ZidMC.info is able to host any of my material without my(Gerald Wood aka. xkyouchoux) consent. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. If you mirror this mod page or anything I've(Gerald Wood aka. xkyouchoux) made on any other site, I(Gerald Wood aka. xkyouchoux) may express my angst at you in the form of a lawsuit.
    Posted in: Minecraft Mods
  • View Rumsey's Profile

    408

    Feb 3, 2012
    Rumsey posted a message on Crafting Azeroth

    [Update] Dec. 24th, 2013:


    Crafting Azeroth version 1.0 has been released!


    Download Now: CraftingAzeroth-v1.0-release.torrent (6.8 GB)


    Crafting Azeroth v1.0 includes over twice the content of the original beta version, including the new continents of Outland, Northrend and the Great Sea, in addition to the original continents of Kalimdor and the Eastern Kingdoms. Additionally, many zones that first appeared in the beta version have been re-generated using newly added blocks and features. To learn more about v1.0, you can view screenshots in the updated image gallery, read the included readme file, or explore the interactive map in your browser.


    [Update] Jan. 23rd, 2014:


    There is a nice Mac OS X installation guide here. Thanks Joshua Reeves!


    May. 17th, 2014:


    Someone asked me to modify CA-Static and CA-Teleport so they would only affect the Crafting Azeroth map, so I made a separate version of both plugins that checks the world name before applying any changes. You can download them here and here.


    About this project:


    The Crafting Azeroth project is a full-scale reproduction of the World of Warcraft environment for Minecraft. The creation of the map is heavily automated, assisted by custom software that I have developed. The best way to explore the map is inside Minecraft, but you can also view the map in your browser by clicking the link below:



    Screenshots of the map can be seen in the following galleries, including all new screenshots of Outland and Northrend. If you are unfamiliar with World of Warcraft, the "Before and After" gallery will show comparison screenshots between World of Warcraft and Minecraft:



    Additional information about the map and many older screenshots are available in this this archived post.


    Frequently Asked Questions (FAQ):


    Q. How does the conversion process work?


    A. Custom software converts the continents of World of Warcraft into Minecraft blocks using a process known as voxelization. This software converts everything in the game, including all the buildings and natural details, down to the individual tree stump. Once the parameters for the software have been set, the conversion process takes approximately 48 hours and requires no human intervention.


    Prior to the conversion process, I needed to match textures from World of Warcraft to the appropriate material in Minecraft. For example, an object with a wooden texture might be converted into wooden planks, while an object with a mossy texture might be converted into mossy cobblestone. I created a special software tool to help perform this assignment, but selecting materials for all 10,000+ textures in the game still required many hours of work.


    Q. How large is the world?


    A. The current version of the map spans approximately 500 square kilometers and contains over 100 billion blocks. The highest part of the world, the peak of Mt. Hyjal, stands more than a kilometer above sea level. Since the map exceeds the Minecraft height limit, the world had to be divided into seven altitude layers, each connected via a server-side plugin that teleports players as they approach the height limit. To be played locally, the map requires 22 gigabytes of available hard-drive space.


    Q. Does the world include underground areas, like dungeons and caves?


    A. Yes, the map includes all caves and dungeons that are not part of a separate instance. So, areas like Blackrock Mountain are freely accessible, but dungeons like Blackrock Depths or Molten Core are not. The map also includes many randomly generated caves similar to those found in Minecraft.


    Q. Do you plan to convert any other zones, such as Pandaria?


    A. Yes, work has already started on Pandaria, but it will take a bit more time before the zone is ready to be released. The conversion process can also be used on dungeons and battlegrounds, so they may appear at a later date, but they are not top priority right now.


    Q. Where can I download a copy of the map?


    A. The full map is available to download right now, just click the BitTorrent link at the top of this post, or download from this mirror. If you don't want to download the map to your computer, you can explore a read-only version of the map by adding wow.cursecraft.com to your in-game server listing.


    (new) Q. I downloaded the map, but now I'm stuck in Outland. What do I do?


    A. Entering the Dark Portal in Hellfire Peninsula should return you to the Blasted Lands in Azeroth, just as it does in World of Warcraft. If the portal takes you to the Nether instead, you may not be using the correct plugins. Check the readme file for instructions on how to download and install a Bukkit server with the required plugins. The readme also lists some useful /tp commands for teleporting to key locations.


    (new) Q. The game runs really slow when I'm near a jungle. How can I fix this?


    A. There are two important things you can do. First, set your graphics in Minecraft to "fast", so that leaf blocks are opaque rather than transparent. Second, make sure that you are running the map on a Bukkit server with CA-Static-1.0 plugin correctly installed. Doing both of these things will greatly improve performance in large jungles and forests and should also help preserve the map from damage.


    (new) Q. Can your software convert games other than WoW?


    A. The same technique could be used on other games, but it would require a tremendous amount of additional work. The converter would need to be adapted to handle different file formats and then specially configured for the new data set. This is a very time-consuming and technically challenging process, so I have no plans to use the software to convert other games.


    Q. Who is involved in this project?


    A. The conversion software for this project was developed by Rumsey (RamsesA). Hosting support for the Minecraft server is provided by Cursecraft, and in particular Martin Benjamins (Marlamin), who helps manage the server directly. The mapping software used to generate the Google Maps view of the project was developed by the Minecraft Overviewer team.


    For a more detailed list of credits, please consult the readme file. Special thanks also goes to Alan J. Lee for offering to redirect the craftingazeroth.com domain to this page.


    Q. Who can I contact if I have more questions?


    A. In addition to posting here, you can contact me via [email protected] or Twitter, or send a private message through this website. If I do not respond right away, check if it's something covered in the readme or this FAQ.

    Posted in: Screenshots
  • View DoubleDongle's Profile

    46

    May 19, 2011
    DoubleDongle posted a message on DoubleDongle's Spelunking Bible

    Most of us have encountered at least one mind-bogglingly hugemongous cave system that we couldn't even begin to navigate unaided. Most of us have died in at least one of these and lost a hefty fraction of the minerals it contained. I spent most of Beta deep underground, looking for and looting the biggest caves I could find. I like to think I've gotten quite good at it; I die in my base more than I do in caves. This guide is a summary of the strategies I use to navigate them successfully and safely.

    EQUIPMENT LIST
    There is not a whole lot if disagreement over what to bring, but this is what usually comes with me when I step into the shadows of a likely tunnel.

    • Pickaxe, shovel, sword
    • The higher-level, the better. Diamonds in caves are too rare to make plain diamond tools sustainable, though, last time I checked. But a high-end diamond sword will save your life and thus your loot.
    • Fortune or Silk touch
    • whatever your main pick is, bring one of the above two. Either a fortune pick to get the most out of your ores, or a silk touch pick to bring them home and use the fortune pick in safety. Having a fortune pick and/or unbreaking on your diamond tools can make it easy possible to turn a diamond profit while spelunking.
    • Bow and arrows
    • For creepers, mostly. Go down with a stack if you don't like sword fighting. Take half that if you save it for creepers. I sometimes gain arrows in caves, due to frequent skeleton encounters. Low-level enchantments do a lot for bows, by the way. All you need is power 1 to take all monsters down in two hits.
    • Iron armor
    • Leather is weak sauce. Diamond is awesome, but usually prohibitively expensive. Only creepers, cave spiders, and careless mistakes around lava can kill you with full armor. I can't stress enough how important having full armor is.
    • Lava bucket and Water bucket
    • Did you know that emptying a bucket into a source block will make the contents disappear? Pick up the source you emptied it into and move on. Use this trick to clear all the random water and lava flows you find.
    • Torches - 1 stack
    • Make more as needed.
    • Logs - 1 stack
    • Logs, not planks. And at least half a stack. Yes, you might run through thirty blocks making torches, workbenches, tools and chests. No, you don't want be out of wood when you're in so deep that you ran out of wood. You get it? In mineshafts, you can mine your wood, but I prefer not to rely on that.
    • Food - 1 stack
    • The best food is the one you can bring the most of, except melon slices and mushrooms. Melons just don't fill you much, and shrooms take a lot of inventory space because you can't stack soup. I prefer baked potatoes. Very easy to get a lot of, and they keep you full for a long time.
    • Some cobblestone and gravel
    • For bridges, long drops/ascensions, etc.
      You will find more, but it's good to have some before you enter. Same thing with iron.

    NAIVGATION SYSTEM
    My navigation system isn't very complex, but it works perfectly for completely searching cave systems. It doesn't work well for the strategy of lighting caves up then going back to mine the ores, but I always mine as I go. This whole guide is built around the idea of using what you find down there to keep going.
    The primary rule is always turn right. Right, right, right (left works too, as long as you always go the same way), until you hit a dead end. Then you mark the dead end with a cobble pillar at the last intersection that has an unexplored option. With the rightmost path marked off, it's time to try the next path to the left. This means that when I enter a large room with many paths coming off it, I tend to go counterclockwise around the room as I explore each path. And if I come across a section of cave I've already been through, I mark the meeting point like a dead end. This often results in one meandering and excessively long path through the cave system, but at least it's one path. To prevent getting lost if I make any mistakes, I also place torches on the right. If I get confused, I can just keep walking walking with my torches on the left and I will always approach the exit.


    CERTAIN DIFFICULT SITUATIONS
    Sometimes, the cave will say, "­**** you. I don't want you to get out alive today. Good luck surviving THIS." This section explains how to survive those situations with as much grace and remaining health as possible. The first and best way to survive anything is to be prepared for it, though. ALWAYS keep your health high and replace destroyed armor, even if it means stopping right there and making a workbench and furnace. Skeleton squad got you down to three hearts? There may be a creeper squad around the corner, so get ready for it before they catch you off your guard.

    Lava pools
    Weak sauce. You got that water bucket? Stand somewhere where the flow won't push you into the lava, and let it spread out over the lava and make a nice, safe obsidian floor. Then scoop it back up, repeat until it's all frozen, and be on your way. Don't feel obligated to mine all the obsidian.

    Water pushing you into lava
    Holding SHIFT will keep you from falling into the lava. Freeze the rest of the lava with your water bucket (or at least enough to make it unlikely to kill you), then find the source of the problem flow and scoop it up.

    Skeletons below you
    Goddamn it's hard to shoot those buggers without getting shot. Having the high ground is good in a real firefight, but bad in a Minecraft firefight. Either jump down and take the hit, or pour lava on them. It goes around corners.

    Creepers above you
    Shoot them ­ if you have space. Run if you don't. If you hear hissing and don't know where the creeper is, turn around and spam punch while backing up. I consider gunpowder to be a bit of a trophy, so letting them blow up in a safe place is a last resort.

    Endermen
    Do not engage endermen in a cave. It will teleport away, then five minutes later it will pop up behind you while you're digging something up in a ravine wall or next to lava. Every goddamned time. They KNOW. Only hunt endermen on the surface.

    Where the hell is that goddamned spider?
    Spiders lost their telepathic player detection in some update and this section is only preserved as a tribute to deaths long past.

    It's on the roof of a cave. It sensed you (spiders do not need to see you to know you're there) and ran towards you, hit a wall, and went up it. Now its dark belly is blending in with a dark cave roof and you need to spot it and shoot it down before it drops on your head and gores you. This is an unintentional but highly effective ambush routine. Good stereo or headphones will help you figure out where it is by sound, but you may not hear it before it lands on you.

    Dungeons
    For all dungeons, remember that the brighter it is, the less frequently monsters will appear. Light that sucker up at the FIRST opportunity. Engage dungeons hard and fast. The longer you wait, the more monsters will be there.

    Spider dungeons are easy, unless the opening to the dungeon is actually big enough to let them out. If that's the case, it totally doesn't make you a ***** to place blocks so that they can't reach you while you fight off the existing swarm and approach the spawner to disable with torches before many more spawn. You have been gifted with the ability to change the terrain, and you can use it to save your ass any time you please.
    Zombie dungeons are not hard.
    Skeleton dungeons are consistently difficult for me. I usually approach them through walls, open a 1X1 hole at the bottom of the wall, place a torch, and let most of them shoot each other while chopping at their feet. This also works for zombies.
    If I'm really not in the mood to be f***­ed with, I'll come in through the roof and drop some lava or water on it. Water will always turn the whole floor into an un-spawnable surface, and while complete coverage is not guaranteed with lava, it will kill anything in there and light it up. Chests do not burn.
    Cave Spiders
    As if regular spiders weren't hard enough, sometimes a mineshaft appears and says "­**** your ****­, you can't have my melon seeds! Just die already goddamn you!" That is what cave spiders are saying in their screech, sped up and distorted. I promise. Cave spider spawners are the most dangerous thing you will find underground. The spiders don't hurt much, but the poison will take you down to half a heart easily. They can fit through any hole, ignore the cobwebs that will trap you. If you can locate the spawner, I recommend coming in through the roof and dumping lava on it until you stop hearing the little buggers' screams. Watch out for burning wood. It shouldn't spread very far. If coming in through the roof is not an option, get a good sword out and clear as much of the cobwebs as possible (you will get stuck running and fighting if you don't), then get to a place where the spiders will not path to you but you can reach the spawner. Break it and then deal with the spiders. Take note that spiderwebs are destroyed by water.

    Posted in: Survival Mode
  • View DoubleDongle's Profile

    28

    May 19, 2011
    DoubleDongle posted a message on DoubleDongle's Spelunking Bible

    INVENTORY OPTIMIZATION
    This isn't a really complicated topic, but it's worth discussing a little. There's a lot of information in the equipment list too. Bring logs, not planks. Diamond tools, only one bucket of each liquid, making everything you can as you go so it isn't taking up space until you run out. The only important factor that hasn't been explained is taking the time to smelt iron once you have more than two stacks. At that point, you're guaranteed to save an inventory slot after smelting metals and converting to blocks. You'll also want to convert lapis to blocks.
    Using cobblestone as dead-end markers will also save you inventory space. If you aren't out to mine much coal or redstone, you can use those tricks to spend afternoons down there without running out of space. But if you are out to mine all the minerals you see, you might want a mini-base.


    MINI-BASE
    If you need to travel far for caves and you want to bring back everything in them, you might want to construct a base within the cave. An ideal spot has plenty of room but few entrances.
    In the forward base, you probably want to place a bed. Much better than writing down the coordinates of the entrance and running for your stuff across the overworld. Aside from the obvious furnaces and chests, you might want to set up a small farm or two. Wheat, melons, potatoes, and carrots are all good. Carrots are unique in that they can be planted directly in their edible state, saving inventory space. Melons and mushrooms are poor choices, but they can be found underground if you're running out of food.
    If you're in for the REALLY long haul, or you think you might die and lose all your wood, bring a sapling (not pine, pine sucks for farming) and read this article. If you plan on using a tree farm, look for a place with a lot of headroom for your base. Ditto with a bonemeal-based mushroom farm.

    FINDING GOOD CAVES
    If you're playing the current version of Minecraft, all you need to do to find good caves is find a cave, usually. The newest terrain generator makes great caves everywhere. But I actually wish there were fewer caves. It used to be that you could completely explore a system. Now, caves seem to make up an infinite network and I never get that satisfaction of finishing one off.

    Sailing at Night
    You wouldn't think hanging around the ocean at night would be a good way to find caves, but it is, especially for mineshafts. The ocean is much easier to look through when it's dark out. Look for collapsed sand. If you're sailing in shallow water, you might actually hear the water flowing into the cave. If there's light coming from it, you've probably spotted a mineshaft. See weird blocks of air scattered through the water? It's a bug that occurs above mineshafts. Just remember that caves under ocean without much nearby land will be have more monsters because there is nowhere else to spawn.

    Eyes and ears
    I keep my ears open for cave noises, flowing water, and monster calls. Headphones, good stereo, or surround sound will make it easier to pinpoint where the monster is. When you're in a cave and you think you have it explored but hear monsters, dig for them. Remember that there is no way to tell by ear if they are above or below you. This is a good way to find dungeons. They are usually quite noisy.

    Mining
    Simple enough. Dig deep and start a branch mine on lava level (F3 will read 11 for X at the right elevation), and listen for cave sounds, monsters, or the sound of water or lava. Or just dig straight into one by accident. That happens often enough, and the systems you find this way are usually very deep and rich.

    Mapping Utilities Don't know of any good ones for the current version, sorry
    I used to use Cartograph G, but last time I checked, it wasn't updated for the newest update. Not sure if it works. But anyway, if you can find a mapping program with a cave mode, you can compare the cave images with a surface image of the same area, and find unique systems that way.

    Posted in: Survival Mode
  • View bspkrs's Profile

    301

    Feb 8, 2012
    bspkrs posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Current updates to 1.7.10 for Crystal Wing, Floating Ruins, Starting Inventory, and Treecapitator! DaftPVF approved!

    DaftPVF went on hiatus in February 2012. He gave me permission to continue his work, so I'll keep things up to date.

    READ THIS ENTIRE POST BEFORE ASKING. Yes, the entire thing.

    HELP! MOD X DOESN'T WORK!!! YOU CRASHED MINECRAFT!!
    Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.

    I generally do not respond to PMs sent regarding modpack permissions (read the end of this thread and/or read the license) or help/support for any mods (you should post your issue/question on the thread so that anyone that knows the answer can respond). If you recently sent me a PM for either of those reasons, that's why you didn't get an answer.

    Have a crash you don't understand? Check here first:
    Crashes for bspkrs' mods on OpenEye.OpenMods.info

    Highly Recommended:
    There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!

    Download OpenEye here

    News
    06-Mar-2015 - 1.8 updates are out for FloatingRuins, CrystalWing, and StartingInventory. Treecapitator will be coming soon with config and performance improvements. StartingInventory can now save/load armor slots as well as specific inventory slots using a new config file format. Old StartingInventory configs will still work as well.

    1.8 versions are downloadable from my website... I will add them to CurseForge after PAX.

    18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?

    11-Nov-2014 - New releases are out for all mods including bspkrsCore. These releases remove all references to my Dropbox public links as they are suspended due to recent changes in the rules governing public links.

    StartingInventory also got a bug fix that fixes the ability to add written books to your config file. Servers can now give a fully written book to new players!

    30-Jun-2014 - 1.7.10 releases are out for all mods except Treecapitator (the 1.7.2 jar file works on 1.7.10). The only known issue is that the main menu mob rendering in bspkrsCore is not showing player skins. I'm not sure I can fix it, but we'll see.

    8-Jun-2014 - Treecapitator 2.0.3 is now available! This release fixes a number of crashes and removes the special code that was in place for Multi-Mine as it's no longer needed.

    FloatingRuins 1.7.2.r06 is out to fix the negative random number crash.

    24-May-2014 - Treecapitator 2.0.2 is now available and resolves the server crash due to a GUI class reference.

    23-May-2014 - New releases are out for all mods including bspkrsCore! The latest release of bspkrsCore is required for all the new releases.

    The most notable release is Treecapitator 2.0! This release of Treecapitator adds a few awesome new features: auto tree detection and auto axe detection! That's right! No mucking around with the config file is needed to get trees and axes from other mods to work (provided the other mods are coded correctly). When you use an axe to try and chop a log of any kind Treecapitator will try to determine if the item you're using is an axe and whether the block you're breaking is a log (and also is part of a tree). If those conditions are met the axe will be registered as such, the tree will be registered as such, and all of that will be automagically added to your local config file! Neato!

    As always, please report any issues you find with the new releases here.

    Update: Treecapitator 2.0.1 fixes the crash when breaking a log with no item selected :3

    25-Apr-2014 - New releases are out for bspkrsCore, FloatingRuins, and Treecapitator! bspkrsCore got more config GUI tweaks to make it more stable, FloatingRuins got a bit of optimization to lower the number of block update notifications being sent to the client, and Treecapitator got 1) config GUI stuff (not finished, but you can change settings in-game at least), 2) break speed code fixes :3, and 3) several new config options around item drops!

    22-Apr-2014 - bspkrsCore 6.6 is out! This release fixes a SERIOUS bug in the code to get random mobs that would prevent certain entities from being able to spawn in your world! It is HIGHLY RECOMMENDED that you update if you are using bspkrsCore 6.4 or 6.5! This release also adds more config GUI functionality.

    21-Apr-2014 - bspkrsCore 6.5 is out to bring more stability to the Main Menu gimmick code with regard to crashes.

    18-Apr-2014 - New releases are out for CrystalWing and FloatingRuins. These releases add config screens that are accessible from the Mods screen on the main menu. From the mods screen scroll to the entries for CrystalWing and FloatingRuins. Select one and click the Config button. You will be able to change any of the settings for these mods. Hover over the config setting names to get more info.

    14-Apr-2014 - StartingInventory 1.7.2.r02 is now available! This release adds the ability to save/load items that require NBT data such as items from Tinker's Construct and many other advanced mods!

    13-Apr-2014 - There is a new version of bspkrsCore out that supports the creation of in-game config GUIs. I have updated my HUD mods to support this, and will do the same for these mods soon. There were also a bunch of other changes, so let me know if you see any weird crashes with these mods and the new bspkrsCore.

    28-Jan-2014 - FloatingRuins 1.7.2.r02 is now available. This release fixes the new shape code to generate the same shapes as before, and also fixes igloos having full snow blocks on their floors instead of the snow layer blocks.

    20-Jan-2014 - Couple of things regarding the 1.7.2 releases:
    1. There is an FML defect that causes mods that depend on other mods to not work. Delete mcmod.info from the .jar file using 7zip or a similar program as a temporary workaround.
    2. Treecapitator WILL NOT WORK with your old config file. Block IDs do not exist in the same sense that they did in previous versions of Minecraft, so the config file is very different. Delete Treecapitator.cfg if it was generated under a previous version of Minecraft.

    19-Jan-2014 - 1.7.2 updates are out for Treecapitator, CrystalWing, and StartingInventory. A working version of FloatingRuins is available, but I'm still tweaking some recently added code. As I mentioned in a previous news item I am no longer developing IngameInfo; I'm sure that Lunatrius will have his release out soon enough. BlockBreaker is most likely going to be dropped as there is a better implementation called Vein Miner by portablejim.

    19-Dec-2013 - Treecapitator 1.6.4.r09 is now available. This release fixes NPEs when using MultiMine and also adds automatic MultiMine compatibility. Also, I am aware that the latest releases of BlockBreaker and FloatingRuins are not working with bspkrsCorev5.1.

    Update: I have released FloatingRuins 1.6.4.r02, BlockBreaker 1.6.4.r03, and bspkrsCorev5.2. FloatingRuins got a lot of bug fixes and improvements (see change.log), BlockBreaker is switched over to the new Forge BreakEvent, and bspkrsCore has a new command /bs that shows the version check info for my mods.

    18-Dec-2013 - Treecapitator 1.6.4.r08 is out to fix the crashes that people have been seeing (I just removed the new code instead of fixing it for now). I also fixed the bspkrsCore issue causing update notifications to spam incessantly during the one game session that they show. Be sure to grab bspkrsCorev5.1.

    17-Dec-2013 - Treecapitator 1.6.4.r07 is out. This release adds a new config option treeHeightModifier to allow customization of the treeHeightDecidesBreakSpeed handling. I have also switched to using the new BreakEvent in Forge, so Treecapitator is no longer a coremod!

    11-Dec-2013 - Lunatrius is taking over development of IngameInfo for me (his version is waaaay better anyway). He has graciously agreed to support both his proper XML format as well as the texty XMLish format that DaftPVF and I used. There are a few small differences in his text format handling vs mine, but it's for the better. Thusly, 1.6.4 will be the last MC version that I will release IngameInfo for. The existing downloads will still be available.

    05-Nov-2013 - StartingInventory Forge 1.6.4.r03 is now available. This release fixes a bug with how the config file gets generated and hopefully resolves some reported timeout issues when players join a server with it installed.

    27-Oct-2013 - TreeCapitator 1.6.4.r06 is out and fixes the issues with certain trees not working.

    25-Oct-2013 - TreeCapitator 1.6.4.r05 is out. This release adds a new per-tree config setting that allows you to use the older top log logic if the new logic is failing to identify a tree that worked in previous versions. Add useAdvancedTopLogLogic=false to config tree sections that you're having trouble with (this will only fix the issue if the tree was working in a previous version of the mod and stopped working in 1.6.4.r04).

    24-Oct-2013 - TreeCapitator 1.6.4.r04 is out (and tested). This release fixes an "exploit" that allows you to bypass the break speed settings on 2x2 jungle trees. The exact same code coincidentally also means Treecapitator is ready to take on the new tree structures in 1.7 whenever Forge is finally ready.

    23-Oct-2013 - I've backported the new CrystalWing and StartingInventory Forge releases to 1.6.2 (use the All Releases download link) and released bspkrsCorev4.3 for 1.6.4 and 1.6.2 (fixes a potential mod ordering issue). If you plan to use the new CrystalWing or StartingInventory Forge releases for 1.6.2, be sure to update your 1.6.2 version of bspkrsCore to v4.3 as well!

    21-Oct-2013 - bspkrsCorev4.2 is out and brings improvements to the ModVersionChecker class to prevent nagging when new versions come out (you'll only get a chat notification once when a new version is released).

    18-Oct-2013 - Treecapitator Forge 1.6.4.r03 is out as a development build to help test an experimental Forge block break event! This release requires a specific build of Forge that can be downloaded here. The dev build WILL crash your game if you do not use the special build of Forge! Get the Treecapitator dev build here!

    17-Oct-2013 - StartingInventory Forge 1.6.4.r02 is released! Aside from being the first Forge native release of StartingInventory, this release adds SMP compatibility and a new command /startinginv [save/load] to allow you to save your current inventory to the config file for easy setup of the items you want to receive upon starting a new world! Details on the /startinginv command can be found below in the More Info spoiler section for StartingInventory.

    16-Oct-2013 - CrystalWing Forge 1.6.4.r04 is released to add a short cooldown that prevents double item use and new localizations. Have at it!

    08-Oct-2013 - CrystalWing Forge 1.6.4.r03 is out to fix the duplicate stat ID crash, add a bunch of localizations, and include items in potential chest loot!

    04-Oct-2013 - CrystalWing Forge 1.6.4.r02 is out! This is the first release of CrystalWing for Forge to allow for use on servers! Let me know of any issues you find.

    03-Oct-2013 - IngameInfo 1.6.4.r04 is out and adds a keybinding of ALT + I to toggle the info display. The "I" is configurable on the controls menu. This release also tweaks the /igi command to be more permissive since it's a client command and doesn't affect actual gameplay.

    30-Sep-2013 - IngameInfo 1.6.4.r03 is out to fix the item damage tags not returning 0 when the item is null. I have also back-ported this fix to IngameInfo 1.6.2.r05.

    26-Sep-2013 - Please consider helping out a great cause and get some cool perks for it! http://www.extra-lif...icipantID=45410
    It's for the kids!

    23-Sep-2013 - IngameInfo 1.6.4.r02 is out to (hopefully) fix issues with displaying mod item damage values. I've also back-ported this release to 1.6.2 and 1.5.2. The latest bspkrsCore is required (v3.05).

    21-Sep-2013 - Just released fixes for BlockBreaker and Treecapitator. I was rushing to get the updates out and completely skipped the class transformer stuff...

    20-Sep-2013 - 1.6.4 updates are out for all mods!

    11-Sep-2013 - IngameInfo 1.6.2.r03 is out with two new tags: <itemquantity[id(,metadata)]> and . The new release required changes to bspkrsCore, so be sure to grab the latest release!

    9-Sep-2013 - TreeCapitator 1.6.2.r05 is released with two new config options for overriding mod config settings: blockIDBlacklist and itemIDBlacklist. These settings allow you to easily override config settings defined by mods themselves via IMC that are not present in your config file. FloatingRuins 1.6.2.r03 is officially released with a fix for derpy charged creeper code and some other tweaks.

    29-Aug-2013 - FloatingRuins 1.6.2.r03 is out with a fix for skeletons not having any weapons and with new code to allow wolves to be able to spawn in igloo dungeons.

    24-Aug-2013 - TreeCapitator 1.6.2.r04 is out to fix a rare null pointer exception that was reported. BlockBreaker 1.6.2.r02 is also out and adds several new features: item damage, better mod block drops support, a new option to have items drop in place, a dirty fix that makes redstone work, and support for Forge 830+ (many thanks to stranger1029 for coding some of the new stuff).

    19-Aug-2013 - TreeCapitator 1.6.2.r03 is out. This release resolves the crash issues with the latest Forge builds as well as a derp on my part that was messing up the break speed settings. This is also the first official release of the new Ore Dictionary scanning code to automatically register tree-related blocks that are not already configured.

    7-Aug-2013 - TreeCapitator 1.6.2.r02 is out as a dev build. This release adds a new feature to scan the Forge Ore Dictionary for tree-related blocks that are not registered with TreeCapitator.

    17-Jul-2013 - IngameInfo 1.6.2.r02 is out. This release adds several new tags around what the player is currently looking at, a command that covers various functions, and a fix for the various item tags when used with items that have been renamed.

    15-Jul-2013 - CrystalWing 1.6.2.r03 is out and finally works correctly with ModLoader. FloatingRuings 1.6.2.r02 fixes some structure generation stuff with villages.

    10-Jul-2013 - I've uploaded 1.6.2 releases for all mods. They are found in the Latest release folders. They are completely untested!

    9-Jul-2013 - New releases are out for everything except CrystalWing. Notable fixes include proper block textures for TreeCapitator ML, better break speed handling in TreeCapitator Forge, and some shared code fixes that affect all mods. Recent TreeCapitator changes have also been retrofitted to 1.5.2.r014.

    Change logs for all mods are now on GitHub in each mod's repo.

    7-Jul-2013 - The duplicate mod issue is resolved in Forge build 775 for 1.6.1. All mods now go in the mods folder again (as of Forge build 763). I'm working on the texture issues with several mods.

    5-Jul-2013 - Everything is updated for 1.6.1 except CrystalWing (texture issues).

    28-Jun-2013 - TreeCapitator 1.5.2.r13 is now released! If you haven't been playing with the dev builds here's the gist of what you've been missing:
    - Nearly complete rewrite.
    - Forge config is completely redone (sounds like a lot of people understand it better).
    - Some config elements can be set on a per-tree basis as well as global defaults (see new config).
    - The FML IMC system is now utilized to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
    - Enchantment mode is now available (yes, it is optional).
    - The break speed of log blocks is determined by the height of the tree it belongs to. If you don't like it, set treeHeightDecidesBreakSpeed=false in your config.
    - Lots of bug fixes for both existing code and new features.

    bspkrsCore v2.09(1.5.2) is also out to hopefully fix the issue where some people have their config file revert every time they run the game.

    15-Jun-2013 - TreeCapitator 1.5.2.r12 dev build is out. IIRC there are a few new mod configs, but the main change is to fix a null pointer exception when your axe breaks with enableEnchantmentMode=true.

    10-Jun-2013 - TreeCapitator 1.5.2.r11 dev build is now available. NOTE: this release changes the default logic for calculating the log break speed. The break speed is now (by default) tied directly to the height of the tree. Small trees will see a small increase in the time to break the block. Large trees will have a large increase in the time to break the block. As an example, in my testing I made a 68 block tall tree. It took about 51 seconds to chop the log block to make the tree fall. The config setting to enable/disable this feature is called treeHeightDecidesBreakSpeed.

    Update: I totally forgot to release a new bspkrsCore last night to support the new feature... that's fixed now. bspkrsCorev2.08 is out to support the TreeCapitator development build.

    Notes about the TreeCapitator development build:
    - The config file is completely redone... you should either delete or rename your existing config.
    - The config file should be easier to figure out (I guess we'll see).
    - If you spent a lot of time configuring trees in the old format, never fear! The new format isn't drastically different as far as the actual values you need to provide, it just lays out the values in a way that makes more sense, so converting your existing config to the new format isn't too hard (I have decided against "supporting" old config formats as it makes the mod code very messy and harder to maintain). I will provide more details on this.
    - There are now config elements that can be set on a per-tree basis as well as global defaults (see new config).
    - There are new config elements!
    - The FML IMC system is now used to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
    - Enchantment mode is now available (yes, it is optional).
    - In-game adding of trees is not coded yet. It may not make this release.

    NOTE: If you have played using a previous development build and want to get the new/updated default mod configs, you'll have to either delete your config file or remove the "tree_and_mod_configs" config section completely to get TreeCapitator to re-populate it!

    05-Jun-2013 - TreeCapitator 1.5.2.r10 dev build is now available. This release fixes the BoP default config and a few other small things.

    31-May-2013 - TreeCapitator 1.5.2.r09 dev build is now available. This release fixes the erroneous client chat message about the .jar file being in the wrong place.

    30-May-2013 - TreeCapitator 1.5.2.r07 dev build is now available. Along with it is an official release of bspkrsCorev2.07 for 1.5.2. This build fixes the weird issue with Natura trees (actually had nothing to do with spaces in config names and everything to do with the number of trees) and beefs up the Forestry and Natura default configs. Have at it! I'm feeling pretty good about this build...

    Update: TreeCapitator 1.5.2.r08 dev build is out to resolve the derped Twilight Forest default config as well as beef it up some with more trees. Also added Railcraft and Applied Energistics configs for axes since someone sent them to me.

    28-May-2013 - TreeCapitator 1.5.2.r06 dev build is now available. This build adds a bunch of updated and new default configs (BoP, DivineRPG, EBXL, Forestry, IC2, MFReloaded, Mekanism, Natura, RP2, Tinkers Construct, Thaumcraft, and TwilightForest), adds comments explaining the config (I need feedback on this), and fixes up the config file ordering.

    27-May-2013 - TreeCapitator 1.5.2.r05 dev build is now available to resolve the NPE issues people were having with IC2 rubber trees. Thanks for all the defect reports!

    25-May-2013 - Thanks for using the TreeCapitator dev build and submitting your issues! Earlier I released 1.5.2.r03 to fix the config reverting, and I'm about to release 1.5.2.r04 to fix several more issues. Keep the reports coming in!

    24-May-2013 - bspkrsCore v2.05(1.5.2), BlockBreaker 1.5.2.r02, and FloatingRuins 1.5.2.r02 are out! These releases are necessary due to changes in bspkrsCore for the upcoming TreeCapitator release which required a LOT of changes. Speaking of which, a preliminary development build of TreeCapitator 1.5.2.r02 is now available! Check out the Dev download link below.

    10-May-2013 - Since it's taking me longer than I'd like to finish up my changes in TreeCapitator, I've gone ahead and recompiled the last 1.5.1 tag for 1.5.2. Downloads are live.

    Update: bspkrsCore v2.04 is out to fix the server crash with the latest TreeCapitator.

    3-May-2013 - 1.5.2 updates are out for bspkrsCore, BlockBreaker, CrystalWing, FloatingRuins, IngameInfo, and StartingInventory. TreeCapitator is in the middle of a major overhaul, but it won't be far behind.

    24-Apr-2013 - IngameInfo 1.5.1.r02 is out to address an issue caused by mods that do not clean up their texture bindings. It also includes a new config file handler, but most people probably don't notice any difference

    12-Apr-2013 - I am apparently having The Worst LuckTM this week with hosting providers. All links are updated and should be working now... I will add a permanent mirror for all links later today.

    9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature ^_^ (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.

    Update: bspkrsCorev2.02 is out for 1.5.1 and 1.4.7 to fix the crash when using it on a server.

    8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.

    7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.

    23-Mar-2013 - 1.5.1 updates are released!

    Update - I have re-ordered the list of files for bspkrsCore to avoid further confusion. Also, one of the reasons this release took longer than usual to get out is because I was busy making automated build scripts for all these mods so that anyone can pull the Github repos and run Ant to build the mod zips/jars. Since I was using a new build process, I couldn't release the mods without fully testing them (believe me, you'd all be very upset if I hadn't). I'll provide instructions on how to run the build scripts soon (it's really very easy, and requires no coding knowledge as long as the code is up-to-date).

    15-Mar-2013 - 1.5 updates are live on the download site! In addition to updating to 1.5 I've also included a number of defect fixes. Details will follow tomorrow (I'm tired).

    UPDATE: Looks like I goofed something in the TreeCapitator Forge release (same in BlockBreaker). I'll get it fixed and rerelease ASAP.

    UPDATE 2: Ok, I've resolved the issues with TreeCapitator Forge and BlockBreaker. The fix required changes to bspkrsCore (which was fudged anyway) as well as the other 2 mods. You'll have to redownload bspkrsCore as well as TreeCapitator if you ran into this issue.

    UPDATE 3: Fixed derp in BlockBreaker version info (was still reporting that the 1.4.7 version is available) and released CrystalWing 1.5.0.r02 to fix derp in burned wing. Phew!

    10-Mar-2013 - bspkrsCorev1.02 is out to fix a defect in shared code. Details are in the changelog.

    23-Feb-2013 - I've just been notified that my DropBox links are generating too much traffic and are disabled. I'm looking into another way to provide downloads. I've been able to figure out another solution. Download links should work now.

    20-Feb-2013 - All mods now require bspkrsCore to be installed! This should resolve the issues people were seeing with methods being not found. NOTE: if you want to turn off the update checks for my mods, you will now set it in mod_bspkrsCore.cfg, not in the config file for the mods.

    13-Feb-2013 - FloatingRuins ML/Forge 1.4.6.r05 is out to fix the infinite loop bug when entering dimensions where the void is exposed. Also fixes the dimensionIDBlacklist feature, which wasn't working properly.

    05-Feb-2013 - Fixed the client-side chat messages for TreeCapitator and BlockBreaker and added some new features/options for FloatingRuins. Have at it.

    31-Jan-2013 - Fixed a few issues and released BlockBreaker Forge 1.4.6.r02. Also pushed FloatingRuins ML/Forge 1.4.6.r03 and TreeCapitator ML/Forge 1.4.6.r05 to make them compatible with BlockBreaker. TreeCapitator ML is now all caught up to the Forge version as far as new config settings.

    30-Jan-2013 - I've spent a few days rewriting most of ConnectedDestruction and am pleased to present the newly renamed BlockBreaker Forge 1.4.6.r01 for your chain reaction block breaking pleasure. It contains the basic functionality from the last available version of ConnectedDestruction. I will be rewriting the config for the next major version, but this should suffice for now. StartingInventory ML 1.4.6.r03 is also out and finally allows items to be added directly to the player's inventory again.

    27-Jan-2013 - I just posted TreeCapitator Forge 1.4.6.r04 under dev downloads. Fixed a few default configs, added a few new default configs, and added ID Resolver support. Full change log to come.

    24-Jan-2013 - IngameInfo 1.4.6.r02 is out with a minor compatibility fix due to a vanilla bug. TreeCapitator 1.4.6.r04 and FloatingRuins 1.4.6.r02 are expected to be out soon.

    10-Jan-2013 - Status update: I have tested TreeCapitator Forge 1.4.6.r03 on Forge 6.6.0.497 for 1.4.7 and it appears to be working fine. At this time I am promoting 1.4.6.r03 from the dev builds folder to latest. I am working hard on 1.4.6.r04 to add default configs for several more mods and a solution for those that need to use ID Resolver for mods to play nice.

    02-Jan-2013 - Happy New Year! Status update: been working on an update for TreeCapitator. I've entered the testing phase, so hopefully I can get it out soon.

    Also, the 1.4.6 versions should work with 1.4.7. Let me know if you find otherwise.

    23-Dec-2012 - 1.4.6 updates are out. Let me know of any issues.

    Update: I have fixed the issue with TreeCapitator Forge 1.4.6.r01. Just download it again... I'm too tired of updates to bump the version again.

    23-Dec-2012 - TreeCapitator Forge 1.4.5.r05 is out! This is a major update on top of the previous major update. I fixed several issues that shipped in 1.4.5.r04 and made the config more flexible, although slightly more complicated. Basically, now the mod will work without any config changes necessary for the following mods: ExtrabiomesXL, Forestry, IC2, Thaumcraft, Twilight Forest, and Zap Apples. You just have to tell TreeCapitator how to find the appropriate properties from other mods' config files. I will be adding more mods to the default list in the hopes that eventually just about all mods that add trees will just work without the need to edit the block config stuff.

    If you don't like the new config, that's just too bad. I put a TON of work into the default config to make it work with a lot of big-name mods out of the box. Yes, it is more complicated than it used to be, but the complication comes with benefits: robust default config, ability to define trees however you want, option to use strict log/leaf block pairing, and a lot more examples. I've also included a debugging option that defaults to true for now to help both you and me figure out what went wrong.

    19-Dec-2012 - It's finally ready to go: TreeCapitator Forge 1.4.5.r04 is out! This is a major update. The config file has been completely redone. Block metadata is fully supported. Several popular mods are configured by default (using default block IDs). SMP is less glitchy. Custom remote config lists are configurable. Basically, it's way better!

    FloatingRuins Forge 1.4.5.r03 is also out! This release brings one new island shape and a lot of improvements to dungeons such as a hardness setting, spawners support more mobs, and a few other surprizes. Check it out with a fresh config!

    12-Dec-2012 - I've been hard at work on new versions of TreeCapitator and FloatingRuins. Code is probably about 85% complete for TreeCapitator to add support for block metadata in the config, a proper SMP solution to prevent glitches if you play on a server without TC installed, and a number of other improvements. FloatingRuins users will see a number of major improvements: at least one new island shape (cone, maybe one other if I can make it look nice), support for additional mob spawner types (charged creepers, pig zombies, wither skeletons, witches, and maybe a few surprises), and a new "harderDungeons" option that will make dungeons harder to conquer (bedrock roof, chest is better protected, harder mobs to fight).

    NOTE: These new features are mostly coded, but not released yet. I just thought I'd give a status update. I hope to release them soon.

    30-Nov-2012 - TreeCapitator Forge 1.4.5.r03 is out to address the issue with block hardness settings not being applied correctly.

    23-Nov-2012 - TreeCapitator Forge 1.4.5.r02 and FloatingRuins Forge 1.4.5.r02 are out to resolve the server-side crashes.

    Update: I have retrofitted the latest changes into TreeCapitator Forge 1.3.2.r09 and TreeCapitator Forge 1.4.2.r04. TreeCapitator Forge 1.4.5.r02 should work for 1.4.4 as well. Remember to remove any TreeCapitator related zip files from your .minecraft/mods folder and put the new .jar file in the coremods folder.

    21-Nov-2012 - 1.4.5 releases are out for TreeCapitator ML, FloatingRuins ML/Forge, IngameInfo, StartingInventory, and CrystalWing.

    TreeCapitator Forge 1.4.5.r01 is a bit more than just an update to MC 1.4.5... it's an upgrade in the form of a Forge CoreMod. With this update you will now be able to define a list of any block IDs you want to be able to TreeCapitate (checkout the logIDList setting in your config). This does not require a special axe and it is not specific to some subset of blocks. You can now enter any log block ID and any tool item ID into your config and all combinations of the two will work. You can even enter non log blocks, although it will still try to figure out if it's a tree or not... (hmm... idea). The day has arrived!

    20-Nov-2012 - StartingInventory 1.4.4.r02 is out to fix the silly mistake in handling the config file that would cause it to overwrite your custom config every time... *derp*

    18-Nov-2012 - TreeCapitator EBXL Addon 1.4.4.r01 is out! Should fix the issue with trees grown from saplings having their leaves start to decay right away.

    Update: there was a mistake in the mcmod.info file for the EBXL Addon for TreeCapitator that is fixed now. If you are seeing a classNotFound error when you try to run it, you can either remove "[1.4.4]" from the beginning of the filename or redownload the mod to get the fix.

    14-Nov-2012 - I completely forgot to mention that the config files for IngameInfo and StartingInventory have been moved from /mods/daftpvf/ to /config//.

    13-Nov-2012 - Releases for MC 1.4.4 are out for TreeCapitator, FloatingRuins, IngameInfo, StartingInventory, and CrystalWing.

    05-Nov-2012 - Be sure to check out WorldStateCheckpoints, my fork of MightyPork's Checkpoints Backup Mod. It allows you to make save points in your SP worlds! An essential tool for any Minecrafter!

    03-Nov-2012 - Many people have been reporting that the EBXL addon is crashing MC. It turns out if the mods are loaded by Forge in the wrong order it can cause this issue. I have released TreeCapitator Addon EBXL 1.4.2.r02 to address this. It now properly identifies itself as being dependent on EBXL and TreeCapitator and so should be loaded after they are both loaded.

    02-Nov-2012 - TreeCapitator ML/FML 1.4.2.r03, IngameInfo 1.4.2.r02, FloatingRuins ML 1.4.2.r01a, and CrystalWing 1.4.2.r02 are out to address some tick registration issues with Forge when using the ModLoader version mods. TreeCapitator 1.4.2.r03 also includes a fix for the shears not taking damage in Forge due to a change they make in the ItemShears class.

    I've also reorganized all of my downloads. Let me know what you think!

    29-Oct-2012 - TreeCapitator ML/FML 1.4.2.r02, TreeCapitator ExtraBiomesXL Addon 1.4.2.r01, FloatingRuins ML 1.4.2.r01, CrystalWing 1.4.2.r01, and StartingInventory 1.4.2.r01 are out! TreeCapitator 1.4.2.r02 has a fix for the issue of crashing the game if your shears break while chopping trees, and I was able to fix the CrystalWing sounds.

    I've also decided to discontinue support for SlimeBoots and SlimeChestplate (if that wasn't already obvious). If anyone wants the source code for those mods, let me know.

    26-Oct-2012 - TreeCapitator FML 1.4.2.r01, FloatingRuins FML 1.4.2.r01, and IngameInfo 1.4.2.r01 are out! TreeCapitator 1.4.2.r01 is functionally the same as 1.3.2.r08. FloatingRuins 1.4.2.r01 contains new code to handle moving chests when they are picked up in an island. IngameInfo 1.4.2.r01 contains some code refactoring and small fixes. Since IngameInfo was compiled using Forge, I may need to put out another release when Risugami releases ModLoader if there are any mod breaking changes. I haven't added any new content from 1.4.2 into the mods (for instance, new mobs for the ruins spawners), but I will make sure it's in the next release. Let me know if you notice anything weird with these releases.

    25-Oct-2012 - I have MCP and Forge all setup for 1.4.2, so I should have some mods released for 1.4.2 later tonight or tomorrow.

    16-Oct-2012 - TreeCapitator Addon EBXL 1.3.2.r02 is out to fix the blank item names for the logs.

    15-Oct-2012 - TreeCapitator 1.3.2.r08 is a minor update to the TreeBlockBreaker class (the pseudo-API). However, TreeCapitator Addon IC2 1.3.2.r01 and TreeCapitator Addon EBXL 1.3.2.r01 are brand spanking new! They mostly work as expected, although I did see some weird issues with the EBXL addon where leaf blocks from other trees would start to decay after chopping down one tree... so you might want to try them out in a test world before deciding that you are comfortable using them in a world you are heavily invested in. Always take a backup!

    I will be releasing TreeCapitator addon mods to support other mod's trees on a mod-by-mod basis. You can request support for a mod's trees by entering an enhancement request. Be sure to search existing issues first to see if it's already been requested. If it hasn't, please provide the name of the mod and include a link to the mod's website, MCF thread, or github repo.

    13-Oct-2012 - I've just finished putting together TreeCapitator 1.3.2.r07. This release is heavily refactored to make addons for other mods much easier. I also changed the way axes receive damage (had to remove the damageMultiplier) so that IC2 items should work properly now. In the process I found and fixed a number of bugs related to creative mode and the block hardness setting.

    08-Oct-2012 - I've added just about all the code for all the mods I work on to github. Feel free to see how all this stuff works underneath.

    06-Oct-2012 - Retrofits! I've taken the latest 1.3.2 versions of FloatingRuins, IngameInfo, and TreeCapitator and magically turned out FloatingRuins 1.2.5.r01, IngameInfo 1.2.5.r01, and TreeCapitator 1.2.5.r01! The 1.2.5 download links can be found below the current downloads section.

    05-Oct-2012 - TreeCapitator 1.3.2.r06 is a minor defect release to prevent a ring of leaves being left behind in the rare case of chopping a bush-style tree that is only 1 wood block surrounded by leaves. Thanks to RyanFialcowitz for helping me track it down. Last version bump for TreeCapitator for at least a week, I promise -_-

    04-Oct-2012 - Lots of updates and fixes in IngameInfo 1.3.2.r01! Notable changes: new tags for , (time until rain), <snowing[ ]="">, , and a bunch for text formatting, added format parameters for <mctime[]> and <rltime[]>, fixed <raining[ ]="">, fixed a major issue with all middle alignments, added new config options for x and y screen offsets, and refactored a lot of the code.

    New releases are out for TreeCapitator 1.3.2.r05 (ML/FML) and FloatingRuins 1.3.2.r03 (ML/FML) to maintain compatibility with IngameInfo.

    02-Oct-2012 - StartingInventory 1.3.2.r01 is out! This release removes the shoddy workaround of using server commands to give the player items. Instead now the mod will either place a chest and populate it or hijack the bonus chest and repopulate that. If you set useBonusChest=true in your config, keep in mind that you must also set the bonus chest option to ON when creating a new world.

    01-Oct-2012 - Well, after 3 release attempts there were still several small issues that should now be resolved. TreeCapitator 1.3.2.r04 addresses the issue of a ring of leaf blocks remaining when chopping down smaller trees and item damage not being applied correctly when needItem = false. Sorry for the rapid re-release... it's hard to find all the issues when you are both developer and QA.

    30-Sep-2012 - Ok, third release attempt (kept finding issues). TreeCapitator 1.3.2.r03 adds options for allowing item damage per log/leaf block, a switch for reversing the action for chopping when sneaking, and a setting for the maximum distance to destroy logs. More details on the new options are in the TreeCapitator section below. I recommend reading up on the default settings to avoid surprises with the new features.

    NOTE: the new config setting allowItemDamage is enabled by default and allowMoreBlocksThanDamage is disabled by default. This means that if you use a wooden axe to chop a jungle tree, the tree isn't going to be chopped completely with the default settings. This is intentional to provide a default config that is not completely overpowered.

    28-Sep-2012 - It's been a busy week... just completed the underlying code for Item Damage in TreeCapitator along with some other compatibility features. Should get it out by later tonight or tomorrow (looks like it will be Sunday).

    19-Sep-2012 - FloatingRuins 1.3.2.r02 is out. This release addresses some subtle ruins generation issues, adds in the blockIDBlacklist for FML, and adds code to handle the spawner properly if an island happens to be generated on top of a vanilla dungeon. I recommend trying it out with rarity set to 44 on one of the following test seeds: 5460896710218081688, 1470679938 (large biomes map type, island with vanilla spawner inside it at 188, 360 if your baseRadius and radiusVariation settings are set to 8).

    19-Sep-2012 - Apparently a fix I put in my mod version checker class to handle not being connected to the internet was full of failure, so I've updated all the downloads that use it with a truly fixed version of the class. I decided not to bump the version numbers for a fix to the version checking code because I didn't want to totally spam everyone over something small like that. Nevertheless, if you like to play without an internet connection be sure to download the latest version (again, if you already have) to avoid game crashing fun.

    18-Sep-2012 - If you are using TreeCapitator FML 1.3.2.r02 and are seeing the update message, you can either 1) download it again, 2) edit mcmod.info to change 1.3.2.r01 to 1.3.2.r02, or 3) delete mcmod.info from the zip file. I totally forgot to update mcmod.info... should be fixed now.

    Edit: I've also noticed that the new ruins generation code can make some ugly boxes underneath the island if it is thin... I will push out a fix for this soon.

    17-Sep-2012 - FloatingRuins 1.3.2.r01 is out for ModLoader, ModLoaderMP Server, and Forge universal (tested with Forge 4.1.1.251)! In addition to being the first Forge release of this mod the update brings a few new features: option to disable in Superflat worlds, options for island radius and island depth (thickness), and a block ID blacklist. This release also saw a ton of code refactoring and some subtle improvements to the way the ruins are generated. I recommend using a fresh config file as there are a lot of new config elements. Details on them will be added soon (out of time ATM).

    Edit: I just released new versions of TreeCapitator 1.3.2.r02 to maintain compatibility with the latest FloatingRuins (they share some common classes).

    Edit 2: My dumb ass forgot to add in the block ID blacklist in the config file section for FML... it is only configured to ignore bedrock by default, so I'll be sure to push out a fix for that soon (the blacklist is working, it's just not configurable).

    12-Sep-2012 - TreeCapitator 1.3.2.r01 is out for ModLoader, ModLoaderMP Server, and Forge universal (tested with Forge 4.1.1.251)! There are no significant new features in this release, but the underlying structure of the mod has changed dramatically to make future updates a lot easier to manage from my end. The actual TreeCapitator code is now exactly the same for all three versions which is why I changed the version numbering scheme. Upcoming features: configurable tiers of block breaking based on tool material, options to have damage applied to tools based on the number of blocks broken, and a tweak to the leaf breaking code to make the shearVines option independent of the shearLeaves option (for people like me that have no use for sheared leaves but do like vines).

    DISCLAIMER:NO WARRANTY IS GIVEN, EXPRESS OR OTHERWISE. USE AT YOUR OWN RISK.
    In other words, I am not responsible if this mod causes your game to crash, your save to get deleted, or your cat to run away.

    Ways to contact me:
    IRC: I can usually be found in the IRC channels #risucraft or#treecapitator on irc.esper.net.
    Twitter: https://twitter.com/bspkrs
    Player.me: https://player.me/bspkrs

    Donate to DaftPVF

    Downloads:

    bspkrsCore:
    ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
    Drop the downloaded .zip file into the mods folder under .minecraft.
    ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
    Change Log
    This mod contains core classes used in all other mods I release. If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in bspkrsCore.cfg.

    ALL MODS BEYOND THIS POINT REQUIRE bspkrsCore TO BE INSTALLED.
    You will be ignored if you post about MC crashing because you didn't install bspkrsCore.

    Treecapitator
    Forge (SSP/SMP): Latest Release (Mirror) (2.0.4) All Releases (Mirror) Betas (Mirror)
    Change Log
    This mod allows you to chop down an entire tree (leaves and all) by harvesting one of its logs. Based on Terraria tree-cutting style.

    Features (see .minecraft/config/TreeCapitator.cfg for details):
    - Forge version can break any log out of the box (fo' relz)
    - NEW - change settings in-game from the Mods list config button!
    - Sneak while chopping to break logs normally (configurable)
    - Treecapitation Enchantment mode available.
    - The break speed of log blocks is determined by the height of the tree it belongs to. If you don't like it, set treeHeightDecidesBreakSpeed=false in your config.
    - Configurable list of tool IDs to determine what an "axe" is
    - optional item damage based on number of logs broken (defaults to enabled)
    - optional increasing item damage per block broken (off by default)
    - Smart tree-detection (configurable)
    - option to destroy leaves (enabled by default)
    - option to shear leaves (with a shear-type item in hotbar)
    - option to shear vines (with a shear-type item in hotbar)
    - NEW - ability to stack drops!
    - disable drops in creative
    - disable tool requirement
    - The FML IMC system is now utilized to allow other mods to provide their own tree/item configurations. You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
    - mod version checking (never miss a new feature)

    Some notes on how it works:
    Tree Detection
    - Trees are determined by looking at the number of leaf blocks that neighbor the top block of a vertical column of logs.
    - If the top block has 3 or more neighboring leaf blocks the code considers that column of logs to be a tree.
    - If the top block does not have 3 neighboring leaf blocks the code will default to normal block breaking.
    Item Damage
    - Axes and Shears that have the Unbreaking enchantment will work the way they are supposed to.
    - Damage is applied to the item as each block is broken in the chain.
    - The allowMoreBlocksThanDamage setting should be self-explanitory, but basically it means that if it is set to false and your item breaks in the middle of chopping down a tree, the remaining blocks will not be broken.
    - The code will not search for other axes in your hotbar to apply damage to if your current axe breaks.
    - If you have multiple "shear-type" items in your hotbar, the code will always apply damage to the left-most item.
    Destroying Leaves/Vines
    - Shearing vines doesn't get every vine It seems to favor vines hanging on the Western face of the tree.
    - The destroyLeaves setting MUST be set to true in order for shearLeaves or shearVines to work.
    - The shearLeaves and shearVines settings can be enabled independently of each other.
    - Yes, sometimes a few leaf blocks are left behind after chopping a tree, but they will decay normally.
    Videos:

    Forge Configuration File (.minecraft/config/TreeCapitator.cfg):
    http://pastebin.com/kKGA4D36 (it's too long to put here, lol)

    IngameInfo
    ModLoader: All Releases (Mirror)
    Forge: All Releases (Mirror)
    Change Log
    Lunatrius is taking over development of IngameInfo. His version offers new functionality as well as a new input file format in XML He has graciously agreed to support both his proper XML format as well as the texty XMLish format that DaftPVF and I used. There are a few small differences in his text format handling vs mine, but it's for the better. Thusly, 1.6.4 will be the last MC version that I will release IngameInfo for. The existing downloads will remain available.
    Videos:
    Thanks DonkeyPanic!

    Thanks zain2028! (yeah, he was confused and says DaftPVF created StatusEffectHUD... just a mixup) Thanks XTR3M3_Demon2! (German)

    Want to know how much score you have without having to die?
    In need of real time information like weather, light level or your world size as you explore?
    Then this mod is for you!

    Ingame Info adds the ability to add lines of information to your in-game screen.
    All you must do is run the game once, exit out, check for a file named ingameInfo.txt in the .minecraft/config/IngameInfo/ folder (.minecraft/mods/daftpvf/ in releases before 1.4.4.r01), and edit it adding whatever you want!

    The "igi" command can be used to reload the format file and enable/disable the display of the info text. (new in 1.6.2.r02)
    Usage:
    /igi [reload/enable/disable/toggle]




    CrystalWing
    Forge Universal: Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
    Change Log
    Thanks DonkeyPanic!
    Thanks 22DarkWolfGaming22!

    Crystal Wing

    With this enchanted wing, you'll be able to teleport back to your spawn point!

    recipe:


    While helpful on the normal world, using it on the nether may burn it...

    Burning Wing

    This will continuously burn the player that holds it in their inventory, so THROW THIS BIATCH AWAY!

    ..Or try soaking it!

    Burned Wing

    This is the broken version of the Crystal Wing. When the player tries to use it, they, eh... get lost.


    Config file:
    .minecraft/config/CrystalWing.cfg
    # Configuration file
    
    ####################
    # general
    ####################
    
    general {
    # [default: true]
    B:allowDebugLogging=true
    
    # Maximum distance for the Burned Wing random teleportation. [range: 100 ~ 50000, default: 500]
    I:teleDistance=500
    
    # Number of Crystal Wing uses. Set to 0 for infinite. [range: 0 ~ 5280, default: 8]
    I:uses=8
    }

    FloatingRuins

    Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
    Change Log
    Floating islands taken from the ground with mini-ruins on top. The ruins' shape, material and mob spawners' choice of mobs are all biome-based.

    Thanks theLucror!

    Thanks thegreatone5224!

    Screenshots:



    Forge Config file (.minecraft/config/FloatingRuins.cfg):
    No longer necessary to edit this file manually! From the Mods list in-game select the entry for FloatingRuins and click the Config button!

    StartingInventory
    Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.8.r01) All Releases (Mirror)
    Change Log
    This mod gives you items and blocks each time you start a new world, just by editing a .txt file.


    The file can be found at
    .minecraft/config/StartingInventory/startingInventory.txt (.minecraft/mods/daftpvf/startingInventory.txt in releases before 1.4.4.r01).

    How to configure the items you start with:

    The Easy Method:
    1. Start a new world in Creative mode.
    2. Using the Creative Inventory (or NEI) add the items you want to start new worlds with to your player's inventory (only the 36 main inventory slots are supported, armor slots are ignored).
    3. Once you have populated your inventory with the items you want, close your inventory and execute this command: /startinginv save
    4. You will receive a message confirming that your current items have been saved to the config file.
    5. To test that your file is saved correctly, clear your inventory and execute this command: /startinginv load
    6. The items you saved using /startinginv save will be placed in your inventory.

    NOTE: The command /startinginv load will clear your current inventory before adding the configured items.

    The Older/Harder Method:
    You can manually add items in 3 ways:
    1. Using only the id:
    minecraft:apple
    = a single apple.
    2. Using the id and the quantity, separated with a ',':
    4, 128
    = 1 stack of cobblestone (the code that adds items to a chest truncates it to the max stack size)
    3. Using the id, the quantity and the damage value:
    351, 10, 4
    = 10 lapis-lazuli dyes.
    You can use more lines for more items:
    1, 20
    257
    = 20 stone blocks and 1 iron pickaxe.

    IDs for mod items and blocks are also accepted.

    All the ids can be found here.

    BlockBreaker / ConnectedDestruction
    Forge Universal: Latest Release (Mirror) (1.6.4.r03) All Releases (Mirror)
    Change Log
    BlockBreaker allows you to define a list of blocks that will break in a chain reaction when an adjacent block of the same type is broken.

    MultiMine users: you MUST add the log block IDs you are using in BlockBreaker to the MultiMine block exclusion list found in AS_MultiMine.cfg. Otherwise BlockBreaker will not work.

    Videos:
    Thanks D4LMinecraftGER (German Language)!

    Forge Config file for 1.5 (.minecraft/config/BlockBreaker.cfg):
    # Configuration file
    # Generated on 1/30/13 2:59 PM
    
    ####################
    # general
    ####################
    
    general {
    # Limit of blocks to be destroyed at once. Use -1 for infinite. [range: -1 ~ 2147483647, default: 800]
    I:blockLimit=800
    
    # Block List, ";" splits blocks and "," splits block ID and metadata. [default: 17;]
    S:blockList=17;
    
    # Maximum number of blocks to be removed per game tick (1/20 seconds). Using a low number will keep the game from getting hugeperformance drops but also decreases the speed at which blocks are destroyed. [range: 1 ~ 1000, default: 50]
    I:blocksPerTick=50
    
    # Item drops values: 0-No drops. 1-Drops in Survival. 2-Drops in Survival & Creative. 3-Drops in Survival, Creative, & Adventure [range: 0 ~ 3, default: 1]
    I:itemDropMode=1
    
    # Maximum distance from the first block to search for blocks to destroy. Use -1 for infinite. [range: -1 ~ 1000, default: 6]
    I:maxDistance=6
    
    # Set sneakAction = "disable" to disable the block breaker effect while sneaking,
    # set sneakAction = "enable" to only enable the block breaker effect while sneaking,
    # set sneakAction = "none" to have the block breaker effect enabled regardless of sneaking. [default: disable]
    S:sneakAction=disable
    }

    Install (all mods):
    1.6.2 and below: Requires Risugami's ModLoader or FML; if the word Forge is in the filename, it requires Forge.
    1.6.4 and above: Requires Forge.
    - ModLoader: follow Risugami's instructions for installing ModLoader. Put the mod's zip file in the mods folder according to Risu's directions.
    - Forge Build 762 and below: For TreeCapitator or BlockBreaker, put the mod's CoreMod jar file in the coremods folder under .minecraft and put the bspkrsCore zip file in the mods folder. For other mods put the zip file in the mods folder with bspkrsCore.
    - Forge Build 763 and above: Put the downloaded zip / jar file in the mods folder under .minecraft along with the bspkrsCore zip file.

    Reuse/Modpacks:

    These mods are released under the Creative Commons Share Alike non-commercial License. They are allowed to be used in mod packs as long as credit is given to DaftPVF and myself and the URL of this forum thread is provided. No adf.ly links. Do not post these mods on other sites.
    Posted in: Minecraft Mods
  • View nrub's Profile

    94

    Oct 29, 2010
    nrub posted a message on Chunky - Minecraft mapping and rendering tool
    Chunky is a Minecraft mapping/rendering program.

    Chunky links:

    • Download Here
    • Read the Documentation
    • Visit the Subreddit
    • Read the Development blog
    I don't read this thread that often, sorry if I don't reply to your posts.

    Sample render by 04hockey:

    Posted in: Minecraft Tools
  • View BenJ's Profile

    181

    Oct 26, 2011
    BenJ posted a message on BenJ's Ultimate Guide to Making Things Look Good (Update 1/18/14 Read latest post!)
    The guide has moved:

    http://www.minecraftforum.net/topic/2316322-benjs-ultimate-guide-to-making-things-look-good-v20/
    Posted in: Survival Mode
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