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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from MontyDon
    Botania kills my framerate :) As you say, it is mostly a problem with the flowers in the water. It will help my poor pc if/when you do make things configurable

    Great news that you intend to add fish in the future. Thanks for an awesome mod!

    Haha, yeah but it looks so cool. I'll be honest, the flowers didn't turn out quite the way I expected. Especially the water ones. I'm actually thinking of just getting rid of the ones that don't have any uses. I think I'm going to try writing my own generation code first though and see how that turns out. I thought I had the ocean flower turned down to 1 but looking at the code it's set to 5; oops. On the fish thing, I find the oceans very boring so expect at least a few different sea creatures. Thank you for the kind words.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Zedner

    well its kinda annoying, when im digging stone it just suddenly drops diamond or something and i didnt use my fortune 3 pickaxe.

    Okay, I'll look into it. Like I said a few posts ago though, I am currently take a small break from the mod so don't expect anything until at least the end of July. Thank you for your feedback.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from MontyDon
    Great mod, enjoying the hummingbirds especially.

    I'm finding too many flowers, it would be great if you would add configs so I set the spawn rate

    If you are looking for things to add, I would like to see your creative take on fish species

    Thanks. Umm, I don't think you will like the Botania mod very much haha. Which flowers are there too many of? I know the ocean flower spawns a crazy amount because there isn't anything else that spawns there. Some flowers only have a rate of 1 which is the lowest it can go by default. The way the code works for spawning things in is a bit weird so the flowers tend to bunch up and spawn clumps. I am thinking of writing my own generation class for that which might help if I can get it right. As for the fish; I do indeed have plans for some. I'm not sure that they will be in the next update but maybe the one after that.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from IzanamiX
    Wow! Awesome mod!

    Thank you! :)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Zedner
    is your mod adding that hidden ores that looks like stone, if it is can you pls add config to disable it?

    Umm, I'm sure I could. Can I ask why you want it disabled though? Just curious.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from SingaCrafta
    yeah im talking about the random blocks that you add

    Okay, got you. Umm, I actually did plan to have that be the case but I think that it makes it too powerful. Especially being that with the enchanting system you can get fortune with relative ease. The other thing I have thought about doing is making it so those blocks spread. Early on, you don't need quite as many resources but as time goes on you need high quantities. I'm not sure I'll do it though. Fortune on them isn't going to happen as of right now though. I haven't really played Minecraft since I released this mod so I'm not sure on the balance of things. I hope to get some time this week and I also appreciate feedback on things like balance.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from SingaCrafta
    o wow I just love the mod.. its so fun and awesome and I got an idea, I know this is going to take a LOT of lines of programing but it be cool if you added a enchantment called Luck

    And what would luck do, you mite ask. well what luck does is increases the chance of rear items form each block :)

    its a suggestion you don't have to do it xD

    but anyway, reall awesome mod.

    Thank you so much. It's really great to hear that someone is enjoying the mod. I'm not sure I understand what you mean about the enchantment though. It sounds to me just like fortune unless I'm missing something. Or are you talking about the blocks my mod adds that drop random things?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    I've been a bit quiet on here the last couple of weeks. After the last update I decided to to a little break and work on some other projects. I have worked on this as well though so there will probably be a new update at the end of the month or early next month. I don't really plan on moving to 1.7.10 quite yet. The move would be easy but I'm not really able to support two versions at the same time and 1.7.10 doesn't have anything that I really need. I'm still open to suggestions that can be added to the list of things people want to see.
    Posted in: Minecraft Mods
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    posted a message on Throwable entity issues
    Quote from chasingfire_hpps
    I have been having issues making a throwable entity. I want to make entityplasmabolt render with the same texture as ItemPlasmaBolt. But, it is rendering as a white cube. Ihave tried many ideas but I can't figure it out. Any help is appreciated. :)

    code:

    https://github.com/chasingfirehpps/plasmabolt/tree/master

    In your Client Proxy you have registerRenderers but in your main class you have proxy.registerRenderThings.
    Posted in: Modification Development
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Sojourner_cat

    Thanks for Techne suggestion. I have a new hobby now and a better understanding of what goes into creating a mob. I am also researching minecraft mod mobs. There is differently a niche for something along the lines of what you are doing.

    I will get you a picture of my Hummingbirds in a day or two. My son is going to help me. Once again thank you for the suggestion and listening to my ideas.


    Yeah, Techne is pretty fun to play with. It's not the only way to make mobs though. You can also do it right in the code. I like to use Techne so that I can see what things look like before they are in game though. I don't know if you know this but the creeper was actually made because Notch made a mistake in coding the pig. Making mobs is quite fun though. The next update will actually have a few that are purely made up. I look forward to the picture. Thank you for sharing your ideas :)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Aphenon

    On the topic of the humminbirds, what are their spawning conditions? i keep finding them down in my cave systems below my base


    Yeah I noticed that too. I guess it is because they are ambient rather than animals and the only other thing that is ambient in Minecraft are bats. I'll look into it and try to get it fixed for the next version. At least mining isn't so lonely haha.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Sojourner_cat

    Hamster/Guinea-pig mixed with a gopher type animal. That can be really mischievous and gnaw through you wood.

    I forgot to add that they have spikes like a hedgehog and are exceptionally hard to get rid of.


    I was wondering is there a modeling program that you can suggest for newbie. I am running windows vista. Maybe I could once I learn the fundamentals of modeling I could show some of the mobs I was thinking of.


    Awesome, I love to hear the ideas of other people. Some of them I'm not sure about but you did give me some ideas.
    The unicorn I was talking about was from Mo' Creatures. I do plan on doing a unicorn but it will be...different. I think you will like it though.
    Flying cats sound terrifying haha. I did want to do some sort of elemental spirits though so maybe one of them will be a cat.
    The Hamster/Guinea-pig/Gopher thing actually kind of reminds me of something I'm working on now; so we'll see.
    Gargoyles - THIS! I also think I know of an interesting way to do it.
    Tiger/Dragon sounds interesting.
    There's griffins in Grimoire of Gaia so I'm not sure on that.
    The bear/dog thing actually sounds really creepy haha. It remings me of the dog from Bloodborne for some reason.
    Yeah, I've looked at myths and such. I'm not short on ideas but I like to ask what other people want to see so I can do a little of what I want and a little of what others want.

    For the models I use Techne. It's free and not too hard to learn. There are plenty of tutorials. I didn't watch the whole thing but the author of atmos mobs (Daveyx0) has a tutorial on his YouTube channel that looked good.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2]Tile Entities Making World-Gen Very Laggy
    Quote from Repxile

    If you take a look at the furnace class and furnace registry, that is basically how I have my ore setup.
    And I'll try that.


    No, I get that much but I mean what are you trying to do with the block. From what I gather you want an ore that is invisible unless the player is wearing a helmet or some kind. Am I right?
    Posted in: Modification Development
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    posted a message on [1.7.10] TYNKYN v2.1 Out Now! Lumber Axe, Biome Dictionary Compatibility, Bug Fixes, and More.
    Quote from Sojourner_cat

    Here are three that are missing
    item.null.georan.name
    item.null.goman.name
    item.null.otcarr.name

    I will try and get a screenshot for you as they are fast little tykes.

    As to ideas mmmm I have one or two just of the top of my head
    Ceiling tiles like carpet tiles
    Drapes in different sizes egg 4 - 6 block lengths this was a wonderful addition in 1.6.4
    Unicorn

    I have few other ideas but I am not sure how practicable it will be.

    I am sure that there are others that have downloaded and enjoying your mod. The unielk were a refreshing difference. As for the sound they make lol.


    Yup, I uploaded the development version. Sneak peak I guess. Those are berries. I have taken half of them out though. They give you a potion effect when you eat them.
    I will look into the ceiling tiles and drapes. I am on a bit of a mob fix right now. I really enjoy making them. I am trying to do mobs that other mods don't have which is why there isn't a unicorn but I actually just had an idea to make mine unique so I will work on that too.

    I would like to here those other ideas :)

    Other people have downloaded. I appreciate ever single download and all the feedback I get. I just meant that so long as even one person is enjoying it then it gives me motivation. The unielk was honestly created because making the horns was so tedious. I got done with one side and the thought of having to do it all again was not something I fancied so I moved the horn to the middle. I actually really like the way it came out though. The babies are adorable. The sound is, yeah lol. But that's the sound of a real elk.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2]Tile Entities Making World-Gen Very Laggy
    Quote from Repxile

    Ok. I messed around a bit with the block's update method. The problem with it is that when I use my tile entity, the change is instantaneous, while in the block's case, it takes a while.


    Could you maybe go into more detail about what you are trying to do. It's a bit hard without knowing.
    Posted in: Modification Development
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