Buildcraft still in alpha, not everything works for 1.11.2
- Drako9823
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Member for 9 years, 8 months, and 29 days
Last active Wed, Mar, 13 2024 03:29:11
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stali79 posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Posted in: Minecraft Mods
Buildcraft still in alpha, not everything works for 1.11.2 -
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sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
Nice bug, to be fixed. -
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Kihira posted a message on [1.8.0] Tails - A bunch of different tails, ears, wings and muzzles to enhance your characterPosted in: Minecraft Mods
Tails adds in a bunch of different tails including various subtypes all of which you can colour to your liking!
It's a primarily client side mod with an (optional) server side component for syncing tails across clients. However even if the server doesn't have the mod installed, other players with the mod can still see your tail! All you have to do is use the fancy in-game editor then export a modified version of your skin (don't worry, we use the unused pixels so there will be no visible change on your skin) and upload that to Minecraft skin servers and bam, other players can see your tail without having the mod server side!
Each tail is unique and different too with custom animations for each one to make them feel alive rather then something just tacked on. In the future, animations will be dynamic to what you are currently doing and react accordingly.
And of course, each tail is customisable. Tails can have up to 3 different tints applied to them, with the entire full RGB colour available so that's over 16.7 million different colour choices per tint! Certain tails have subtypes so they are similar to the "main" tail but with slight variations such as added parts etc and in the future, you'll also be able to select from different textures per tail to make it even more unique to you.
You can open in the in-game editor by opening up the in-game menu (When you press Esc) and clicking "Tails Editor" button in the lower middle. Most of the buttons in the mod will have a tooltip to explain what they do but just have a mess about and see what you can make!
But I'm sure you're sick of reading. Check out the CurseForge page for some more screenshots of what it looks like in action and then give it a whirl!
Installation
FoxLib is not required for versions 1.8.0 and higher
This mod requires FoxLib (which adds in a bunch of useful features in itself) and can be gotten from here
- Backup your world! (Even though this affects no world stuff, always good practice)
- Install Minecraft Forge using its installer (If you haven't already)
- Add FoxLib and Tails to your mods folder in your Minecraft directory (.minecraft/mods)
- Play!
Social
- Twitter: KitsuneKihira | TTFTCUTS
- Patreon: Kihira | TTFTCUTS
- IRC: #kihira on esper.net
Download 1.10.2
Download older versions
Old Downloads: http://minecraft.curseforge.com/mc-mods/223584-tails/files
FAQ
- Q: Can I use this in my private/public modpack?
- A: Go right ahead! And if you want, leave a link to it as a reply so I can check it out :3
- Q: Will you be adding more tails in the future?
- A: Yes! Check out this spreadsheet
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joshosh34 posted a message on Ant Dungeon! Found in Mesa Biomes!Posted in: Suggestions
“In 2009, it was demonstrated that the largest Japanese, Californian and European Argentine ant supercolonies were in fact part of a single, global "megacolony".”
- Ant Colony, Wikipedia
Ok, this suggestion includes a new type of mob, with new items as drops, found in a new dungeon, and also some new blocks.
First off, the mobs.
Basicly, they will be giant ants. There are three varieties. All ants would randomly spawn inside the area the tunnels occupy. This would be similar to the mechanic guardians have. Ants spawn when there is a solid block beneath them, and at any light level. Furthermore, no other mobs would spawn in this area because the ants “already got ‘em”.
Along with the ants spawned naturally, ants will also spawn with monster spawners in special rooms within the dungeon. This would make specific types of ants be more common in specific places, and make ants appear from seemingly nowhere.
More in Depth spawning- Thanks to Ouatcheur!
So it would require Pack Spawning to check if the chunk contains an "Ant Tunnel" tag, and if it does, no hostile or passive mobs will spawn in that chunk, and ants will spawn instead. This is like the pack spawning with Ocean Monuments where only guardians can spawn (a dark, hollowed out monument won't have mobs spawn in it). So there is a bounding box over the ant dungeons that allows ants to spawn there.
Pack spawning would also further divide the ant dungeon into separate, ant dungeon chunks. Each chunk could choose to have a different ant type weight (like one has 50% each ant type, one has 25% worker, 75% soldier, ect), so different ants spawn more commonly in different chunks. Rooms inside the dungeon can spawn based on chunk as well, so that there is always the correct proportion of ants in the correct room.
Anyway, these are the mobs....
ALL ANTS ARE EFFECTED BY BANE OR ARTHROPODS ENCHANTMENT
- Worker ant- "Baby" model for the ants I guess you can say. About 1x1x0.5, or as big as a cave spider.
- Same melee attack damage as spider (Easy: 2 (), Normal: 2 (), Hard: 3 ()), but has Knockback I as well
- No armor.
- Same amount of health and speed as a cave spider (12 ())
- Immune to the slowing effects of resin(more on that later).
- Can climb walls like a spider
- Looks like this.
- Soldier ant- "adult" model for the ants. 2x2x1, or the size of a normal spider
- Melee attack strength of 5 on Easy (), of 7 on Normal (), and 9 on Hard(), along with Knockback I.
- Same amount of armor as a fully leather armored player.
- Same amount of health as a normal spider (16 ())
- Speed is slightly faster than a normal spider. (105% spider speed)
- Immune to the slowing effects of resin(more on that later).
- Can climb walls like a spider
- Also gives the player a “Irritation” effect for 30 seconds, which halves all types of healing and hunger gain (Thank you Ceroz for suggesting that!), and Nausea for 3 seconds.
- Looks likes this.
- Ant Queen- Like the "Elder" class of guardian, or a Mini boss. About 2x3x1.5 blocks in size, or as big as a short horse.
- Gives Regen I to nearby ants (like a 2 block radius),
- Has the same amount of health as an Elder Guardian (80 ( × 40))
- Has the same armor as a fully chain mail armored player.
- Immune to the slowing effects of resin(more on that later).
- Moves slightly slower than a normal spider.(90% of a spider's speed) Also does not wander much.
- Attack-
- places a resin block at a players feet randomly if the player is in a 3 block radius (randomly, like every tick, there is 1/30 chance of it doing this) More on resin blocks later.
- Melee damage is comparable to a normal zombie. (Easy: 2 (), Normal: 3 (), Hard: 4 ()) Melee range is one block in front of it's head. Slow attack speed, because if you're in melee range, you're probably stuck in resin.
- Looks likes this.
Behavior-
- Worker ants are actually neutral. Soldier ants and Ant Queens are not though (they are aggressive). The worker ants will not bother you until you attack any kinda of ant. Example: You gain entrance to the ant dungeon, and all the worker ants are wandering around doing their thing. A soldier ant then immediately comes up ant tries to attack you. After you hit the soldier ant, all the workers will become aggressive to you too.
- Ants will also attack all mobs, both hostile and passive. The only thing is, all hostile mobs are also hostile to ants, and mobs killed by the ants don't drop anything (to prevent them from becoming a substitute to iron golems).
- Ant queens will actually retreat to the nearest ant after being hit (along the x,z axis, I don't want them wandering to the closest ant above them).
- As many people have suggested, ants now spawn around the ant queen, but they do so in a different manner than you may expect. Ants (75% of them will be soldier ants, 25% worker ants) will spawn within a 12 block radius from the ant queen, but will not spawn within an 8 block radius of the queen. More so, ants will only spawn if the player is in an 8 block radius with the queen. This would make the ants occasionally spawn behind the player, or in different rooms adjacent to the Queen’s room. This is meant to simulate all ants in the hive travelling over to save the queen (because many of the times, the ants would spawn out of view, or at the entrance to the room). The ants the queen spawns will also automatically target the player, even if the ant does not have a direct line of sight with the player. About 2-4 ants spawn each time, and spawn with the same frequency of a monster spawner.
- Diagram explaining ants spawning around the queen:
Drops-
All ants drop random amounts of resin droplettes () and red sand, similar to guardians dropping prismarine shards and fish (so 1-3 resin nuggets, 0-2 red sand)
- Worker ants also rarely drop random plants like; leave blocks (all varieties), mushrooms, vines, seeds, and crops, but only if killed by a player
- Soldier ants also rarely drop mob related items, like rotten flesh, string, bones, and gunpowder, but only if killed by the player. They also have a unique drop, an “ant stinger” () which is a potion ingredient, and is dropped normally.
- Can be brewed with an awkward potion to make an “Irritation I” potion that has a duration of 3 minutes.
- Extended potions last 5 minutes
- Adding glowstone dust makes an “Irritation II” potion, which lasts 1 minute, 30 seconds and reduces healing and hunger gains by 2/3rds
- Adding a fermented spider eye makes a “Wellness” potion, which increases health and hunger gains by 50% for “Wellness I” and 66% for “Wellness II”. Has the same effect time and their un-spider eyed counterparts
- Ant Stinger’s are “bad food” like spider eyes, or rotten flesh. Has an 90% chance to give you the “Irritation I” effect for 7 seconds when eaten, has the same amount of saturation and hunger points as a spider eye.
- Ant queens have a 50% chance to drop an Ant Queen head, and commonly drop whole resin blocks themselves.
The dungeon-
Note- Some ant colonies would be Polygyny, or have multiple queens.
The dungeons the ants spawn in appear in any type of Mesa Biome. They have a 1/150 chance to spawn around any specific chunk within Mesa Biome.
It looks similar to caves, but always connects to the surface, and with hardened resin blocks and red sandstone mixed with the naturally occurring hardened clay.
The caverns would look like this.
Please forgive me for my terrible cave making skills…...
At the end of each dead end in the tunnels generated like this, there would be one of several specific rooms that can form. All rooms have a weight value, which will help the game determine which room has what probability to spawn.
Notice! Room weight values are prone to change.
- "Resting" Room- a default room I guess you could say. Nothing too special. Has hardened resin and "soft" non-drying resin equally distributed in here. 50/50 spawning for each type of ant. Has a weight value of 150
- Nursery room- Would contain a single Ant Queen would spawn (like a Elder Guardian in a Monument), and there would be many, many "soft" non-drying resin blocks everywhere, accumulating in piles. 75% of the ants that spawn here are soldier ants, 25% are worker. The change weight that this room will spawn is 20 (but there will always be at least one!)
- Food room- Would have leaf blocks and both types of mushrooms naturally growing inside of this room. A couple "soft" non-drying resin blocks, but mostly there is hardened resin. 50/50 spawning for each type of ant. Chance weight is 70
- Garbage room- Contains mostly coarse dirt and mycelium. Contains only hardened resin, no "soft' resin. Only worker ants spawn here. Chance weight is 50
- Hatchery room- This is the only room that contains spawners. There is one worker ant spawner in here, hidden under a pile of "soft" non-drying resin blocks. Actually, there would be many, many piles of "soft" non-drying Resin Blocks. everywhere. 75% of ants spawned here through natural means are worker ants, 25% are soldier ants.
Blocks-
Resin blocks are like the combination of a slime block, sand, and cobweb. It looks like a amber colored slime block and has the slowing effect of one, is affected by gravity like sand, and you fall into it and are slowed like a cobweb.
There are also two types of resin blocks, those found naturally in the dungeon, and those you can craft. Naturally generated resin does not dry out (more on that later), but crafted resin does.
"Soft" Resin can only be picked up with a shovel, and can be crafted with a 2x2 crafting grid filled with resin nuggets.
Breaking a soft resin block will drop 3-4 resin nuggets as well, similar to snow or glowstone.
Similar to how crops grow, resin blocks have a timer. After a random period (similar to crops), the crafted Soft Resin will harden into Hardened resin, which is mined with a pickaxe. These have a dull amber color, and are useful for decoration.
Similar to farmland, a water block close-by to a crafted resin block will prevent it from becoming a hardened resin block. Hardened resin blocks however will not revert back into “squishy” resin blocks if close by to water.
Hardened resin can also be put into a furnace to create an Amber Block.
Amber blocks can be put into a crafting table in a 2x2 configuration to create Amber bricks. They can also be made into slabs and stairs, and have a “chiseled” variant similar to stone bricks. Crafted with two slabs over each other in a crafting table.
Amber is just another decoration block, until you surround it with four glowstone dust, which will create an Amber Lamp. This would be a new light source.
The blocks look like this….
Wanna banner? Try this!
[p][url=../forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners][img width='728' height='100' alt='http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners']http://i.imgur.com/TXu7cIk.png[/img][/url][/p]
*Special Thanks to Cerroz for suggesting useful things and Endergirl00 for telling me my Ant texture looked okay*
Thanks For Reading!
Thanks for reading!
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aidancbrady posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
Mekanism v9
Over two million downloads!
Introduction
Mekanism is an independent tech mod that brings low, mid, and high tier machinery to Minecraft. The mod doesn't have an actual goal, and you'll understand this when you see all the random content Mekanism contains, from jetpacks to balloons. However, I can assure you that you'll notice all the content blend together as you get to know the mod better!
Mekanism uses a tier-based system when organizing several of its core features, including Energy Cubes and Factories. There are four tiers: basic, the simplest tier, advanced, the second-most basic tier, elite, the second-most complex tier, and ultimate, the most complex tier. You can upgrade tiers by placing the component in a crafting grid and surrounding it with the necessary resources for the next upgrade (I recommend NotEnoughItems!).
By the time you've been using Mekanism for a while, you'll have a near-instructible suit of Obsidian Armor, be obtaining four ingots for each ore you mine, have the ability to fly wherever you want with the hydrogen-powered jetpacks, and have a cute robotic friend following you around while you mine.
Features
Compatibility Compatibility comes first. While Mekanism will run just fine alone, I have spent so very long adding in integration to make Mekanism seem like it blends in perfectly when you have other mods installed. Whether you are powering my machinery with EU, RF, MJ or whatever it is, they will work. IC2 and TE recipes are implemented in my respective machines, and just about everything else will work as well. I like to think of this as one of Mekanism's best features.
Ore Processing Mekanism features an extremely advanced, extensive ore processing system. From simple machines used to process ores into ingots electronically, to complex chemical-based ore injection used to gain four ingots for every ore mined, Mekanism covers basic smelting, as well as 2x, 3x, and 4x duplication. All machines have configurable input and eject sides, allowing you to have complete control over how you want to manage your machinery. Mekanism also features the Combiner, which allows you to recreate the ores you've already processed.
Here's a cool picture of an automated ore processor I set up (using purely Mekanism) that can create four ingots for every ore.
Factories Although this really belongs in the "Ore Processing" section, Factories are just too cool to be mixed together with other content. Mekanism introduces the concept of "factories," which are multi-operation machines that can process multiple stacks of ores simultaneously. In a single machine, you can be smelting several stacks of ore into ingots, enriching several stacks of ores into dusts, or crushing several stacks of cobblestone into gravel. The Factories follow base Mekanism tiers, with the Basic Factories processing three stacks at once, the Advanced Factories processing five stacks at once, and the Elite Factories processing seven stacks at once. In other words, the Factory can be seen as seven machines in one in it's elite tier.
Here's a screenshot of an Elite Factory interface; it's too awesome to not show off.
Ores All Mekanism ores have configurable spawn rates and disable options in the config (Mekanism.config). It's pretty self-explanatory.
Mekanism is founded off the resource "Osmium" which generates pretty commonly at any Y level below 60. Osmium can be used to create tools and armor, but it is primarily used in the makings of machinery. If you have NEI, you'll see that you really can't do much without Osmium.
Mekanism also generates Tin and Copper, both of which can be easily disabled (and I'm assuming many people will since 99% of mods have their own form of tin and copper).
Armor and Tools Mekanism brings five new sets of armor and tools to the table, as well as the ever-famed Paxel (an all-in-one tool).
However, as Mekanism is a "tech mod," it has to have some cool techy gadgets. The Atomic Disassembler is an expensive, electronic multi-tool that can be set to mine at different speeds. The Walkie Talkie is a super fancy device that allows for SMP-based voice chat. Can't forget the Jetpack and Scuba Mask/Tank combination (which don't need a description).
Here are a few pictures that highlight the Jetpack and the Scuba Mask - note the Walkie Talkie in the second picture.
Robit A cute little electronic robot that will follow you around and collect item drops for you. He also serves as a portable furnace, workbench, anvil, chest, and spirit lifter.
Here's a screenie.
Mining Mekanism introduces the "Digital Miner" - an automated mining machine that can sort through terrain and pick out the resources you specify. It uses a filter-based system, and will then go through the range you specify and mine the blocks it needs to. It can be configured with ItemStack-based filters, which will check to match the block ID and metadata of the blocks it mines with the stack you define in the filter, and OreDict filters, which allow you to only mine blocks with certain flags registered in the Ore Dictionary. You can find OreDict keys of items and blocks by using the Dictionary, a handy tool Mekanism provides. Examples of OreDict keys below:
- oreDiamond: all blocks registered as Diamond Ore will be mined.
- *Gold: all blocks with an OreDict key that ends with "Gold" will be mined.
- ore*: all blocks with an OreDict key that starts with "ore" will be mined (note this will mine just about all ores under the surface).
Here's a screenshot of the Miner itself as well as it's Config interface. Note the ItemStack and OreDict filter in the interface. She's a beaut, eh?
Dynamic Tanks Dynamic Tanks are the best of both worlds: whatever is in between Multi-Tanks and Iron Tanks. These are multiblock tanks that can be shaped as any rectangular prism (capping at 18x18x18). Use Dynamic Glass, Dynamic Valve, and Dynamic Tank blocks to create a tank fit for you!
Here's a screenshot of a 4x4x4 Dynamic Tank.
Transmitters Mekanism features ways of transmitting items, fluids, gasses and energy from once place to another, devices we call "transmitters." Transmitters all have some similar characteristics, and these are as follows:
- Transmitters (excluding the Logistical Transporter) will not function when powered by a redstone signal.
- All transmitters seamless work with Forge Multipart.
- Excluding the Logistical Transporter which obviously behaves differently, transmitters hold buffers that are dependent upon how many transmitters are in the network. For example, if you have two Universal Cables connected together, your network will have a capacity of 20 KJ.
- All transmitters look really cool.
Universal Cable: Capable of transferring, well, universal energy from one place to another. These guys are super fancy and can be configured on their sides to behave differently.
Pressurized Tubes: Capable of transferring gasses from one place to another.
Mechanical Pipes: Capable of transferring fluids from place to another. These guys are a feat of rendering, they look way cool.
Logistical Transporters: Capable of transferring items and blocks from one place to another. These function identically to RedPower tubes, and have a fully-implemented color-coded sorting system.
Here's a screenshot of all the current Mekanism transmitters.
Sorting: Don't lie, you miss RedPower. Everyone does. For me, the biggest hit was the loss of the Pneumatic Tubes, which were the core of my sorting systems until development stopped. Well I did my best to replace them, and with it I've created a system possibly even better than RedPower had. Here are some of the features:
- Color-coded transporters without the need of dyes. Just shift-right click with a Configurator.
- Sort items based off the same principles implemented in the Digital Miner, but with even more features.
- Round-robin sorting to equally distribute your items.
- Configure Mekanism-based machines to only input items with specific color tags, and output items with other color tags.
- Designed efficiently using an advanced A* pathfinding algorithm.
- Use the Restrictive Transporter to create path restrictions, and the Diversion Transporter to set up your sorting networks with redstone logic.
- Configure Logistical Transporters to automatically take items out of connected inventories without using an ejector of some kind.
- Watch beautifully-rendered items and color tags flow through your transporters.
Other things I wanted to put here Mekanism's Bins, also known as "complete ripoffs of Factorization Barrels" by some, are actually really cool (and in my opinion unique) devices. Not only do they serve as barrels do, but they work as portable storage units. Upon breaking them, they maintain their contents, and you can retrieve them as items by simply placing them in your crafting grid. You can then take individual stacks of items out of the Bins, and put them back in by combining a Bin and another stack in your crafting grid.
Balloons. You heard me.
Energy Cubes are also cool. Aside from just looking awesome, they serve as universal power converters in their block form. Even cooler, they keep their energy when broken, and work as batteries.I'm done writing here, but this barely touches what Mekanism can do. Trust me, you'll find Mekanism satisfactory. You're gonna like the way your Digital Miner looks, I guarantee it.
Wiki
Mekanism has its very own wiki! Please contribute if you know anything at all about the mod.
Source Code & Modpacks
Mekanism is under the MIT license, giving you, as a user or developer, near-absolute rights to my mod. This means you can go through my source code and learn from it yourself, even take some of its code and use it in your own public works. This means that I encourage modpack owners to use Mekanism in their packwithout asking me. It's annoying to approve every single owner's modpack request, and I honestly may just say no if you send me a PM asking. If you need proof, just link this page.
Please submit pull requests if you have any ideas for my mod. This is the easiest way for me to add new features. 99% of the time I will put your code into my mod!
Download
Mekanism now has its own website, hosted by GoDaddy and based in WordPress. Kudos to Tyrantelf (IonGaming) for hosting my build server at a great price.
Other Things
I have a blog! Please check it out if you're interested in knowing what I'm up to, I try to update it as often as I can!
If you want to get in contact with me, IRC is the best way! Mekanism's channel is pretty obvious: #mekanism, irc.esper.net.
Due to popular demand, I have included a donate button below. I pay about $20/month for website and server hosting, as well as an additional yearly fee to keep my domain name. All donations are greatly appreciated, and if you include a message with your username on any donation over $5, you'll get your very own MekaCape™
Also...
Thanks for reading!
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i_like_industrial_stuff posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016Posted in: Minecraft Mods^ I think a gate that took redstone signal strength and translated it to a number for the 7 seg display would be useful for that 'cause then you'd have an exact number in front of you as well
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Darkona posted a message on (WIP) Adventure Backpack Mod - Beta 0.8c - UPDATED November 22nd 2015
The Adventure Backpack Mod
Adventure Backpack adds 60-something new backpacks to the game, with the ability to store fluids in special tanks and to trigger special characteristics during gameplay.It keeps a minecraft style and everything can be crafted with vanilla items, it doesn't depend on any other mod.
They will keep their inventory when you die, are impervious to lava and fire, and have some neat abilities:- You can rotate the tool in your hand with the tools stored in the green slots of your backpack if you sneak and roll the mouse wheel.
- You can craft a Hose that will allow you to suck and spill fluids in the world.
- Some backpacks have special abilities, and because this is still in development, more will be added over time.
- They are Crafting Benches too!
- You can deploy a sleeping bag from your backpack to sleep anywhere!
- Tools in the special tool slots render on the backpack.
- Fluids will render inside the tanks. The rendering depends on the quantity.
- The Hose lets you drink the contents of your backpacks tanks, for various effects.
For more information and in-depth explanation on everything, visit the WIKI
IF YOU HAVE A QUESTION, READ THE FAQ PAGE FIRST
IMPORTANT INFORMATION
This mod is still in development. Things may fail. Your world can get corrupted irreparably. Your house might get on fire. You could DIE. So please use with caution, I'm not responsible for broken worlds, computers, marriages, homes, or lives.
I'm looking for people to test this out and help me finish development. You can report bugs and broken things in the Github's Issue tracker.DOWNLOAD
Current version - Beta-0.8c
^^În case of the above isn't working or doesn't have the latest version, click on the handy LINK below^^
VIDEOS
English
Russian
Spanish
Italian
Rumanian
French
Legal Stuff & Source code
This mod is under the GNU LESSER GENERAL PUBLIC LICENSE Version 3.
The source code can be found in my Github Repository: AdventureBackpack
Consider inviting me a coffee if you like what I do, coffee is the only way to keep the voices quiet
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ChocolateQuill posted a message on The Twilight Forest (v2.3.5: Wrecking Block)Posted in: Minecraft ModsIs anyone else trying a survival world only in Twilight Forest?
I gave myself some starter armor/food/stone tools and went straight in.
Most fun I've ever had haha.
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GotoLink posted a message on GotoLink updates: Formivore's options (2015/08/01)...You can access most recent files on my dropbox. All the code is on github.Posted in: Minecraft Mods- How to make an update request
- Words of advice
- Formivore's mods: CARuins, GreatWall and WalledCity Generator
- Drakulix's mod: BetterTallGrass
- PChan3's mods: SteamShip, SteamBoat and Pirates
- Ryan': CreeperSpecies
- Justintib: Quidcraft
- Paraknight : SteamBikes, LawnMower and TV
- Will.Eze : Minecessity
- Clintonio : NatureOverhaul
- Slidedrum : NewDungeons
- Stewiecraft : Handheld Pistons and Redstone Remote
- Stimmedcow : NoMoreRecipeConflict
- PowerUp217 : Level Up!
- Proloe : SteamCraft
- ControllerBlock Team : ControllerBlock
- Jstorey97 : Better Villages
- Paraknight : Skill API and skill packs
- w3(r4ft : Wecraft Mod
- MightyPork : Magic Wands
- oitsjustjose : Mystic Mods
- OgreSean's mods
- Swords Miner : MoreMinecraft!
- Alexmania : WildCaves 3
- BalkondeurAlpha : Freerunner's Mod
- Golui : Sword Pedestal
- GotoLink : Better Sand
- RenEvo : BurpTech
- Satscape : Alarmcraft
- Notch? : Brewing Cauldron
- Clintonio : More Deadly Mobs
- binarydoodler : Zipline
- integerArray : Armor Effect Mod
- Requested mod list
- Any problem ?
- FAQ
- Sources
- Licensing
Read before request : REQUESTS ARE CLOSED
You can take a look at another modder updates here.
Let me warn you that I follow strict rules:
-I only update DEAD mods, I mean the author can't or won't update it any more.The author actually saying it being the best way to prove it. I won't update if anyone is already updating it. It should be your priority to find the mod you like, not mine.
-I only update SOURCE FREE mods, I won't decompile (unless granted official permission) or steal code. (a "license" on the mod shouldn't protect code as "intellectual property")
-I will only update as a FORGE mod, even if the old one wasn't.
If your request answer those rules, please add it on this topic with any useful information.
A request without information and/or not following the rules won't be answered.
You want to make a perfect request that will be considered ?
Follow the guidelines for requesting a mod update then:Hello GotoLink,Words of advice
I enjoyed this mod (link to the mod description)
made by author name
the mod is dead because (some reason here, author quote preferred)
the sources are available (link to the sources, or author quote)
Can you update it ?
Please and thank you
-Make sure your Minecraft version is the,same as the one described. Old versions are accessible in the mod archives.
-When in doubt, use the Forge version described, or the latest.
-Java 8 is not always required, but is very recommended for your safety and best performance.
-Any custom launcher is not supported. Mojang launcher is tested to work.
-Some questions are answered in the FAQ, check it out.
Formivore's mods: CARuins, GreatWall and WalledCity Generator[1.7.10]Latest release: 0.1.9 (forge 10.13.2.1286)Mod installation procedure:
-Fixed crash when using vines in templates
-Fixed "preserve" rule not always applying on walls
-Added "base_layer_mode" option for wall templates, used to defined how bottom layers are added under walls
** 0 for no added layers
** 1 for default layer making (bottom of first layer, or 'layer:base')
** 2 for bottom of each layer
** 3 in 'layer:base', where each line is linked to each layer
0.1.8(forge 10.13.2.1286)
-Minor fixes and optimization
-Improved build command
-Better biome support
0.1.7 (forge 10.13.2.1230)
- Fixed few crashes with building/tower generation
- Added support for json data in chest items
- Added chest handling when using template scanner
0.1.6 (forge 10.12.1.1060)
- Changed mob spawner handling to support modded mobs
- Changed chest content definition to support user-defined chest types
- Moved log file into logs folder
-Changed templates and read-me file to reflect other changes
Release:0.1.5 (forge 10.12.0.1034)
-Changed templates
-Changed "special block" rules
-Cities as official village to vanilla villagers, allowing golem "natural" spawn
-Changed chest content option to use item names
-Allowed block names in template rules
-Added template scanner (/scantml)
-Fixed rotations for GreatWalls and CAruins (some city buildings still need fixing)
Release:0.1.4 (forge 9.11.0.898) with templates
-Fixed MCPC+ crash (re-add awesome lags)
-Fixed biome support in Ruins
-Re-worked settings (invisible to end-user)
Release: 0.1.3 (forge 7.8.0.716 for 1.5.X, forge 9.10.0.777 for 1.6.X)
-Fixed dimension picking issue
-Merged logs into generatormods_log.txt
-Added save and dimension-dependent city location files
-Fixed surface cities being saved 4 times
Release: 0.1.2 (forge 7.8.0.716)
-Fixed issue with ruins
-Fixed stair placement
-Fixed a crashing error in chunk loading
Release: 0.1.1 (forge 7.8.0.716)
-Added more friendly Forge Chunk loading with ticket system
-Added more safety to address MCPC+ server issue
-Added underground city and (optional) dimension id to /build command
-/build command now notifies admin
-Removed dead code
Releases: 0.1.0 (forge 7.7.2.679) 0.1.0b (forge 7.8.0.691)
-Reworked generation, should fix a lot of issue and lag, step toward "infinite city" behavior
-Version b should fix most issues with custom blocks
-Version b add combined chunk explorer, for faster and clever generation
Release:0.0.8 (forge 7.7.2.679)
-Obfuscated "version-independent"
-Removed "missing texture" blocks
-Removed dead code
-Finished custom block support
-Changed lag message to be more user-friendly
Release:0.0.7 (forge 7.7.2.679)
-Added custom dimensions setting
-Added safety and debug system for MCPC+ reported crash
-Little code improvement
-Fixes for stairs metadata
Release:0.0.6 (forge 7.7.1.651)
-Updated to 1.5.1 (and repackage)
-Fixed spawner method (due to changes in Mojang code)
-Support new vanilla blocks (quartz, rail, dropper...)
-------------Below are downloads for Minecraft 1.4.7(note that newest features might not be added)-----
Release:0.0.6 (forge 6.6.2.534)
-Re-implemented chat messages for cities spawning (indicating city spawning point and directionto players (CityChatMessage option disabled by default)
-Changed int parameters (1,0) in config to boolean (true,false), easier for common user
-Stopped spawn if structures are disabled on world creation
-Re-added spawn in custom dimensions (except The End), as there is biome support to disable if needed
-Added more support for custom blocks (stairs, doors, ores, flowers, leaves...)
-Fixed metadata issues ?
-Implemented lag warning and player detection before spawning a structure
-Lag warning and player detection message set by ChatMessage option
-Fixed city message feature
-Fixed Cities spawning in upside Nether
-Some invisible code improvements
Releases:0.0.5-0.0.1
-Added Wither(Boss)[id=343], Bat[id=344], and Witch[id=345] spawners support.
-Added log option in all setting file (default to 0, meaning minimum log)
-Slightly improved "build" command,now :build
-Fixed world leaking issue ?
-Custom biome support
-Added command spawn: build
-WalledCity log now print world name of spawned cities
-Added modinfo file
-Code fixes for rare crashing errors
-Began implementing new functions to support modded biomes,items and blocks (not functionnal)
-Began implementing command features (not functionnal)
-Moved citylocations to walledcitylog
-Fixed structures not spawning far from player spawn point
-Attempt at BiomesOPlenty support
-Added TriesPerChunk variable in config for WalledCity generator
-Fixed Walled City unable to support high BlockID for Blocks spawning in world from other mods
-Fixed structures only generating near coordinates (0,0,0)
-Fixed mod forcing people to install on client if they connect to modded server
-Sandstone city template weight downgraded
-Attempt at ExtraBiomesXL support
-Attempt at dimension-adding mod support
-Chest loots added in every structure
-Settings and templates stored in config folder
1/ Install Forge (latest release is compiled against Forge 10.13.2.1286 with Java 7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)
3/ Extract the templates into the config folder
To use on a server, install the mods only on server side.
Each mod can be disabled separately by putting the GlobalFrequency to 0 in the corresponding setting file. These files are generated at the first launch of Minecraft.
You can make your own templates or change the provided ones to your liking by following the original author documentations, and the provided read-me file.
The templates files should be located in config/generatormods/walledcity or config/generatormods/greatwall.
Compatible with:ExtraBiomesXL, BWG4, Biomes o' Plenty, Highlands...
Examples of Ruins block rules, kindly provided by Mackzwellz:
Known Issues with the latest release (0.1.9)
Quote from Namorax
CARuin-properties allows us to determine min/maxheight and various other settings of a generated structure. Is it possible to change the automata rules to include rule-specific structure-settings?For example like this:
<-Some of the usual Structure Rules I included for this example.->MinHeight:20MaxHeight:40ContainerWidth:40ContainerLength:40AUTOMATA RULESB205/S01, weight=1, RuleMinHeight:10, RuleMaxHeight:20 <-Pyramid->B36/S2345, weight=1, <-Tower->
CARuins checks the Automata Rules to see if any additional settings besides B/S and weight were given.When no additional settings are given (See "Tower"), CARuins will use the "usual Structure Rules". But if they are (see "Pyramid"), the structure will be generated using these rules instead.Would it be possible to include something like this or would this require extensive changes to the code?
-Use dim torches from NewDungeons instead of non working torches [0%]
-Add wall separation in config [0%]
-New traps in ruins [0%]
-Add rail-road chance on top of Great Wall[0%]
-Add spawning config(mob/villagers) in cities[10%]
-Spawn specific villagers around specific buildings[1%]
-Move ruins setting to be rule specific instead of global[4%]
-GreatWalls overlapping =>tone down the settings
-Torches don't light properly =>rightclic a torch to fix -not a real issue, this is actually intended by the author for mobs to spawn naturally
Drakulix's mod: BetterTallGrass[1.4.7]
Official author topic
As this mod is a copy,I have now stopped updating it, because primary mod by ejhopkins is updated again.
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 6.6.1.524 with Java7)
2/ Download this and put it in your mods folder-------------Below are downloads for Minecraft 1.4.7-----Known Issues with the latest release (1.1)
Latest release:1.1 (forge 6.6.1.524)
-Added Bonemeal support
-Code clean-up
Release:1.0
-Added forge config file for blockID
-Grass textures are now in a common file. Let's hope texture pack makers will submit new ones ^^
The mod block is grey in the creative inventory.
PChan3's mods: SteamShip, SteamBoat and Pirates[1.7.10]
Official author topic
Included textures are originals from Glimmar, check his topic for more. You can find alternative textures at the mod support section.
Each part of the mod can be disabled separately in the "pchan3.cfg" file.
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.7 (forge 10.12.0.1019)Planned for further release:
-Updated to 1.7.2
0.7 (forge 9.11.1.952)
-Updated to 1.6.X
-Fixed flight
-Added spawn config for pirates
-Added "cheats" for flight speed
-Fixed coal and arrows not being consumed properly in survival mode
-Added config options to stop the airship from taking things off the player inventory
Release: 0.6 -0.5(forge 7.8.0.716)
-Changed config system to a "pchan3.cfg" file
-Pirate biome selection complete
-Lowered airship health
-Improved airship sync/rotation
-Fixed inventory
-Added Pchan3 original license
Release: 0.4 (forge 7.7.1.651) 0.4 (forge 7.8.0.691)
-Obfuscated "version-independent"
-Updated to 1.5.1
-Fixed steamboat crash on lilypad
-Fixed crash on server when player interact
-Fixed infinite arrow firing
Release: 0.3 (forge 7.7.0.582)
-Updated to 1.5
-Moved packages and images back into separate files
-Added more options in the config file (now labeled pchan3)
-Steamboat comes back to you if you knock it in creative mode (instead of breaking)
-Began implementing biome config for pirate spawn (in progress)
-------------Below are downloads for Minecraft 1.4.7(note that newest features might not be added)-----
Releases: 0.2 -0.1(forge 6.6.2.534)
-Updated to 1.4.7, with Forge
-SMP support
-Up, down and firing keys for steamship added in minecraft "controls" menu
-Infinite firing arrows in creative mode
-Fixed key crash when pressed out of the world, thanks to estradus for reporting it
-Changed default key setting (to numpad values), so it doesn't conflict with vanilla ones
-Added mcmod.info file
-Added more settings in the config file
-Move the config file to config folder
-Put items textures in a single file
-Added items in creative inventory, at Transport tab.
-Fixed issue with arrow attack not working
-Fixed issue with particles getting called on server side
-Changed recipe for balloon, now with some strings
-Added new AI and ranged attack for Pirates, for more intense air battle
-Steamboat is slower than vanilla boat if not loaded with coal (my logic)
-Both Steamship and Steamboat accept coal from the outside (right click with coal in hand)
-Shift clicking in GUI loads coal and arrows directly into correct slots of Steamship inventory
-Extending the arrow slot to throw other things
Table of Contents
Ryan': CreeperSpecies[1.7.2-1.7.10]
Official topic
ModloaderForge mod, and not open source. Ask on its official topic for new things/bug fixes.
List of updates: (1.7.2 Forge) (1.6.X Forge), (1.5.X); (1.5).
Justintib: Quidcraft[1.7.10]
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.1(forge 7.8.0.716 for 1.5.X, forge 9.11.0.898 for 1.6.XParaknight's mods : SteamBikes, Lawnmower and TV[1.7.10]
, forge 10.12.0.1019 for 1.7.2)
-Obfuscated "version-independent"
-Updated to 1.5.1
-Ported to Forge
-Added mcmod.info file
-Added settings in a config file (mostly item ids)
-Added items in creative inventory, at new "Quidditch" tab
-Added control keys for the broom (access them in controls menu)
-Lot of bug fixes +unstable broom flight + hurtful landing
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java7)
2/ Download this and put it in your mods folder or mods/'mc version' starting from 1.6.2
3/ Only required for TV mod: Download this and this, put them in your mods folder
Each part of the mod can be disabled with the "paraknight.cfg" file.Latest release: 1.3 (forge 10.13.2.1230)
-Added Tv mod (with toggle in configuration file, split minecraft-independent libraries)
1.2 (forge 10.12.0.1019)
-Update to 1.7.2
-Fixed lawnmower and bikes breaking too often
1.1 (forge 9.11.0.898)
-Update to 1.6
-Added back sounds into the pack
-Added back LawnMower HUD
-Fixed bikes speed
-Fixed default config
Release: 1.0 (forge 7.8.0.716)
-fixed inventory
-added LawnMower mod into the pack
-changed modid and version number to reflect the changes
Release: 0.1 (forge 7.8.0.716, only with steambikes)
-Obfuscated "version-independent"
-Port to Forge (+added mcmod.info file)
-Lowered item id used by three
-Reworked bike code for motion, rendering, gui handling...
(Original author: Clintonio; banner by Fluffgar)
Official author topic
Mod installation procedure:[1.7.10]
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)
Optional step: Install ModOptionsAPI (for same Minecraft version, obviously)Latest release: 0.10.0 (forge 10.13.2.1230)The API is fully commented and even includes examples.
-Vastly improved default sapling-log-leaves configuration (now world load dependent)
-Fixed dimension blacklist category
0.9.2 (forge 10.13.2.1230)
-Changed lumberjack and sapling-log-leaves option format
-Changed flower tall bushes behavior
0.9.1 (forge 10.13.0.1208)
-Added option for sapling item life span
0.9 (forge 10.13.0.1206)
-Updated to 1.7.10
-Added in-game configuration
-Added biome options
-Improved tree support
0.8(forge 10.12.0.1019)
-Updated for 1.7.2
0.8 (forge 9.11.1.935)
-Added Fire behavior
-Fixed non-burnable logs and leaves
-Improved the API with Events
0.7 (forge 9.11.1.916)
-Complete rewrite of the behavior system, more OOC
-Updated the API consequently
0.6 (forge 9.11.1.916)
-Added full breaking animation when lumberjacking
0.5 (forge 7.8.0.716 for 1.5.X, 9.10.0.835 for 1.6.X)
-Added metadata support
-Changed user added id format, now using : ;saplingid(meta1,meta2)-logid(metaA,metaB,metaC)-leafid(meta0);
0.4 (forge 7.8.0.716)
-Added same default settings in MOAPI as in the config file
-Fixed changes with MOAPI not saved
-Added death for Animals, to balance wild breeding
-Removed some blocks from the fire customization list
0.3 (forge 7.8.0.716)
-Improved tree growth and lumberjack
-MOAPI support
-Randomized growth and wild breeding
-Autofarming-Wild breed free exp fix
-Customizable fire parameters for blocks
0.2 (forge 7.7.2.679)
-Obfuscated "version-independent"
-Fixed custom block support for tree system
-Fixed issue with autosapling
-Added killing leaves setting for lumberjack
-Code improvements (don't register events when unused)
0.1 (forge 7.7.1.674)
-Ported to Forge / SMP
-Added mcmod.info file
-Added old and new settings in a config file (removing Options API requirement)
-Removed all base class edits
-Added growing and dying behaviour for [Cactus ,Reed, Flower, Mushroom, Grass, TallGrass, Mycellium, DeadBush, Mossy Cobblestone, Lilypad, Crops, Melon, Pumpkin, Leaves, Tree, Mushroom Tree, Nether Wart, Cocoa, Apple]
Note that cocoa blocks can drop cocoa beans, and leaves can drop apples or saplings.
-Lumberjack system and Wild breeding re-implemented (with corresponding settings)
-Added a toggle for custom dimensions (note that The End dimension is left out anyway)
-Updated the API too
-Added custom block support (with override in config file)-make NatureOverhaul a requirement for your mod (required-after:natureoverhaul)What I won't do
- -make your block class implements at least one of the interfaces (IBlockDeath, IGrowable) = deprecated option -code the necessary methods for block growing and/or dying
- -make your block extend one of vanilla block
- -extend a Behavior class -code the necessary methods for block growing and/or dying
-Use BehaviorManager#set(blockid, behavior instance) to register your behavior to a block, vanilla or your own
Make every block drop items and grow them like the old version. This was probably causing huge lag with little benefit over simple block changes.
Planned for further release:
-More behaviours ?
Will.Eze : Minecessity[1.7.2-1.7.10]
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.12.0.1019 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.3 (forge 10.13.2.1230)Slidedrum : NewDungeons[1.7.10]
-Remapped item/block names to fix /give
-Made lava slimes 'infant' other lava slimes
-Fixed particles block spawning
-Added sound when interacting with particles block
-Fixed mob attractor not working
0.2 (forge 10.12.0.1019)
-Changed feature: replace particle block gui with simple block interaction
0.1 (forge 7.8.0.691 for 1.5.X, forge 9.11.0.898 for 1.6.X, forge 10.12.0.1019 for 1.7.2)
-Forge port
-SMP port
-Obfuscated "version-independent"
-Code improvements
-New feature: furniture can change of texture with right click (share cycling system with left click)
-New feature: added all wood plank textures in furnitures defaults
-New feature: furniture can catch texture diagonally too
-Removed feature: furniture catching texture from the item you hold
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.3 (1.7.2 forge 10.12.0.1019)Stewiecraft : Handheld Pistons and Redstone Remote[1.7.10]
-Updated for 1.7.2
-Fixed command to spawn dungeons
-Added option to disable custom blocks (dim torches, player-only pressure plate and tripwire)
-Changed loot option to use item/block name
-Fixed tripwire rendering
0.2
-Updated for 1.6
-Ported to Forge
-Cleaned generation code
0.1
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.3 (forge 10.13.2.1230)stimmedcow : NoMoreRecipeConflict[1.8]
-Update to 1.7.10
-Fixed redstone power for multiplayer
-Fixed moving block rendering for custom modeled blocks
0.2 (forge 10.12.0.1019)
-Updated to 1.7.2
-Fixed moving block rendering
0.1 (forge 7.8.0.716 for 1.5.X, forge 9.11.0.898 for 1.6.X)
-Port to Forge
-Added config file for item ids and some redstone remote variable
-Improved code
-Obfuscated "version-independent"
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.3 (1.7.10, forge 11.14.1.1350 for 1.8)PowerUp217 : LevelUp ![1.8]
-More custom crafting support
-Keep crafting result on shift-click
0.2 (forge 10.13.0.1184 for 1.7.10)
-Added cycle button in crafting gui (enabled by default)
-Changed switch key to disabled by default
-Added config options to choose between key or button
-Added extra checks server side to avoid trouble
0.1 (forge 7.8.0.737 for 1.5.X, forge 9.10.0.835 for 1.6.X, forge 10.12.0.1019 for 1.7.2)
-Port to Forge
-Removed all base class edits
-Added SMP support
-Added mcmod.info and pack.mcmeta files
-Changed left/right keys to custom switch key ('add' by default)
-Obfuscated "version-independent"
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 0.11 (forge 11.14.1.1350)Texture pack:
-Update for 1.8
-Made talisman and respec book models configurable
0.10 (forge 10.13.2.1286)
-Added option to disable FOV based on speed
-Added requirement for farming skill to hold a hoe for crops to grow around
-Made farming skill only drop more if the crop is fully grown
-Added melon drops to farming skill
0.9 (forge 10.13.2.1230)
-Improved death option to a range of values
-Added both unlearning book types into creative menu
-Changed unlearning book option to give the accepted one through crafting
-Improved bow support for archer skill
0.8 (forge 10.13.2.1230)
-Sync some options from server to client
-Added option for bonus points on class picking
-Secured network code to prevent hacks
-Stopped giving mining xp on silk touch
-Improved localization format
-Minor performance improvements
0.7 (forge 10.13.0.1208)
-Added a lot more configuration options
-Added more ore support for Mining
-Fixed internal issue with Xp handling
-Allowed duplicated ores to "interact", for compatibility
0.6 (forge 10.13.0.1206)
-Fixed fishing/digging exploit
-Duplicated ores from Mining skill can no longer be placed
-Digging, Mining and Woodcutting skills now require correct tools for additional drops
-Fixed a potential issue with custom furnaces burning being blocked
-Fixed new breaking speed only supporting default values
-Added configuration options for bonus XP
0.5 (forge 10.13.0.1195)
-Added crop blacklist option for farming skill
0.4 (1.7.2 on forge 10.12.0.1034, 1.7.10 on forge 10.13.0.1185)
-Fixed talisman crafting
-Fixed server thingies
-Stuff noone cares about but me
0.3 (forge 10.12.0.1019)
-Updated for 1.7.2
-Fixed furnace access issue
-Added chinese locals from github, courtesy of m9731526
0.3 (forge 9.11.1.965)
-Use Forge breaking block hook, for digging and mining detection (code optimisation)
-Improved packet checking for setting skill points (code fixing)
0.2 (forge 9.11.1.935)
-Force fixed crash on player data outdatedness
-Fixed player skills disappearing on death
-Removed Skill Gui ability to reset points
-Added class reset to Book of Unlearning, toggeable in config file
-Lowered amount of experience bonus on mining ores
-Changed config names
-Fixed crash while fishing things
-Added config for points given per level
-Fixed farming weirdness for modded plants
-Added more support for ground blocks while digging
-Added more support for eadible items while cooking
-Changed woodcutting to drop corresponding planks from log if craftable. Default to vanilla planks if not.
0.1 (forge 9.10.0.835)
-Port to Forge
-Obfuscated "version-independent"
-Removed all base class edits
-Removed mob buffs (too close to vanilla)
-Added SMP support
-Added mcmod.info and pack.mcmeta files
-Added config file for item ids
-Added custom key for opening GUIs (default to L)
-Added simple text HUD (toggeable in config file, with the original HUD)
-Added all ores (and support for custom ones) into Mining bonus
-Changed: Cooking and Smelting time bonus, require to have the furnace GUI opened, and scaled along skill levels (every 10, increased chance of bonus)
-Changed: Farming bonus requires the farmer to be close to his crops, depending on his farming skill level (higher for greater range)
Made by druha in vonDoomCraft style, get his download.
Table of Contents
Proloe : SteamCraft[1.7.10]
Official author topic and WIKI
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.12.0.1034 with Java7)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release: 0.4 (forge 10.12.0.1034)ControllerBlock Team : ControllerBlock[1.7.10]
-Fixed achievements
-Fixed block sounds
-Fixed block/item harvesting
-Added M.U.D support
0.3 (forge 9.11.1.935 for 1.6.X) (forge 10.12.0.1032 for 1.7.2)
-Added zinc ore generation, smeltable into ingots (suggestion and arts by SolemnSoul)
-Added settings for all types of generation
-Added (back ?) recipes for luminous leaves and wood brass
-Changed brass ingot recipe to use zinc ingot only
-Improved tools to support custom ores
-Added blocks support for custom pickaxes
0.2 (forge 9.11.1.916)
-Fixed Block Tiles, Stair Tiles and Copper wire drop
-Fixed Chemical furnace fuels
-Fixed tools
-Added support for modded items in spanner handling
-Added copper wire recipe
-Added alternative recipe for brass ingot with zinc ingot and refined copper
-Removed steam tools enchantability
-Removed brass armor enchantability
0.1 (forge 9.11.0.898)
-Port to Forge
-Obfuscated "version-independent"
-Removed all base class edits
-Added SMP support
-Added mcmod.info and pack.mcmeta files
-Added config file for item/block ids
-Added interaction between redstone and copper wire
-Added OreDictionary use
-Added Steamcraft Achievement page
-Reduced block/item ids used
-Lots of invisible code improvements
The ControllerBlock is a full fledge Forge mod made from scratch by a team, including my humble self. Its first concept is not new, and you can get the history of this mod and the team here.
Note that the release do not have really good textures. (You can submit new textures !)
Latest version for 1.7.10 is here, compiled with Forge 10.13.0.1208.
Install with corresponding Forge by putting in mods folder.
Changelog1.1: (1.7.10)Mod description
-Fixed block/item data
-Improved networking
-Improved localization support
-Added configuration option
1.0: 1.7.2, 1.6.2, or the 1.5.2 version have the same features.
This mod adds two blocks and two items. Ids can be changed in a config file.Jstorey97 : Better Villages[1.8]
The first block, called the Controller, switch on/off other blocks in the world with corresponding redstone input. You must first place the Controller, then right click it with a Linker item, then blocks can be selected with the Linker by right click. You can add or remove blocks. Linker has description, and chat messages are sent for ease of use.Those are only accessible in the Creative menu.
The second block is called the Animator, and works with the Remote item.
The Animator handles "Frames", unlimited lists of blocks that will appear successively while the Animator is powered. Those blocks must be selected with the Remote.
Here is how you are supposed to make an "animation":
-Put the Animator block somewhere
-Right click it with the Remote item to make the connection
-Right click blocks you want in the first frame (you will receive chat messages doing so)
-Right click the Animator with the Remote to validate the first frame
-Right click blocks you want in the second frame...
-When had enough (or want to test), open the Animator gui by right click the Animator
-Tweak the settings to your liking:
[Max for the number of frame that will be displayed before stop, -1 for infinite]
[Frame for first frame displayed]
[Switch: ORDER,REVERSE,RANDOM,LOOP, for the animation process, corresponding to the order of the frames you set]
[Plus and Minus to set the amount of seconds/ticks (change this display in config file) between each frame displayed]
[Force Reset to reboot those settings to default]
-Put the Remote into the slot and push "Reset Link" to free the Remote-Animator connection.
-Close the gui
-Power the Animator with redstone
-If any changes in the frames is needed, unpower the Animator, repeat from the beginning except for Animator set. (fast selection of a frame can be done into the animator gui, with Frame button)
The Remote itself has a GUI you can bring up with the "Remote Control Key" (default: R).
You can then access some data of linked Animator from afar.
An Animator can be crafted as follow: (diamond on the left and emerald on the right)
A Remote is crafted with a diamond and two iron ingots in a vertical line.
Advanced trick:
Both Linker and Remote have a multiple block (cube pattern) selection mode when player is sneaking.
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.3.1450 with Java 8)
2/ Download this and put it in your mods folder (or mods/'mc version' starting from 1.6.2)Latest release:0.5 (forge 11.14.3.1450)Paraknight : Skill API and compatible packs[1.8]
-Update for 1.8
-Added deducing fence gate block for fields from the fence block option
-Made replacement block module also load json from 'server-resource-packs' folder
0.4 (forge 10.13.2.1230)
-Improved generation
-Fixed fences not being correctly done at times
-Added block replacement module (with customizable json file)
-Added some biome specific replacements for log blocks
0.3 (forge 10.12.0.1013)
-Updated for 1.7.2
-Changed config option to use block names
-Added support for all new biomes
-Changed into jar file
0.2(forge 9.11.1.935)
-Updated for 1.6.4
-Added config file with options
0.1 (forge 9.10.1.858 ! client-side only !))
-Port to Forge
-Obfuscated "version-independent"
-Removed all base class edits
-Added mcmod.info and pack.mcmeta files
Official author topic
Latest release: API 0.1, Pack 0.1 (forge 10.13.2.1230)Mod installation procedure:
-Updated to 1.7.10
API0.1, Pack0.1 (forge 10.12.0.1019)
-Updated to 1.7.2
API0.1, Pack0.1 (forge 9.11.1.916)
-Port to Forge
-Added SMP support
-Removed base class edits
-Added /teach
-Made Mana Potions stackable
-Changed Mana Potions recipe to shapeless with bottle and lapis lazuli
-Changed Skill Book recipe to shapeless
-Obfuscated "version-independent"
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download the API and put it in mods folder (or mods/'mc version' starting from 1.6.2)
3/ Download pack(s) and follow its installation procedure
To develop a pack, see the github repository
Working packs:
-Generic Skill Pack (put in mods folder)
-Other modders pack i could link here
w3(r4ft : WeCraft Mod[1.7.10]
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 0.2 (forge 10.12.0.1019)MightyPork : Magic Wands[1.7.10]
-Updated to 1.7.2
-Fixed bugs with textures
-Fixed bug with griller
-Other code improvements
0.1 (forge 9.11.1.916)
-Port to Forge
-Added mc.modinfo file
-Added pack.mcmeta file
-Changed config file to Forge default
-Changed default ids to higher values
-Changed Time sensor output power to vary with time
-Changed some texture names and updated texture system
-Obfuscated "version-independent"
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1208 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 1.1.1 (forge 10.13.0.1208)Table of Contents
-Added recipe options
-Made keys able to merge with other registered keys
1.1.0 (forge 10.12.0.1019)
-Updated to 1.7.2
-Changed options to use block names
1.0.0 (forge 9.11.1.916)
-Port to Forge
-Port to SMP
-Added mc.modinfo file
-Added pack.mcmeta file
-Changed config file to Forge default
-Obfuscated "version-independent"
oitsjustjose : Mystic Mods[1.7.10]
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: MysticMods 0.1 (forge 10.12.0.1034)OgreSean 's mods[1.7.10]
-Merged mystic ruins, ores and stones
-Added mystic world
Mystic Ruins0.1 Mystic Ores0.1 Mystic Stones 0.1(forge 9.11.1.935)
-Improved generation
-Added config file options for custom dimensions and biomes (biome tags are compatible)
-Switched language support to vanilla system
-Obfuscated "version-independent"
Official author topic
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.0.1185 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 0.3 (forge 10.13.2.1230)Swords Miner : MoreMinecraft![1.7.2-1.7.10]
-Added EasyNPCs
0.2 (1.6.X forge 9.11.1.964) (1.7.2 forge 10.12.0.1019) (1.7.10 forge 10.13.2.1230)
-Added Bats
-Added Deadly Caves
0.1 (forge 9.11.1.935)
-Port to Forge
-Made SMP compatible
-Merged CreeperSwarm, RainingBombSquid and RandomItemSpawn
-Added merged config file, with settings to disable each parts
-Added mcmod.info, pack.mcmeta files
-Obfuscated "version-independent"
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.12.0.1019 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 0.1 (1.6.X forge 9.11.1.952) (1.7.2 forge 10.12.0.1019)Alexmania : WildCaves 3[1.8]
-Reduced block and item ids used
-Added multiple language support
-Added config file with options
-Made SMP compatible
-Added mcmod.info, pack.mcmeta files
-Obfuscated "version-independent"
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in mods folder (or mods/'mc version' starting from 1.6.2)
Latest release: 0.4.3.7 (1.7.10 forge 10.13.2.1230,1.8 forge 11.14.1.1350)Texture pack:
-Made icicles support more ice blocks
-Added range support for dimension option
0.4.3.6 (forge 10.12.0.1019)
-Updated for 1.7.2
-Added "simple" flooded cave generation
-Fixed a few config options
-Changed block whitelist to use block names instead of id
0.4.3.5 (forge 9.11.1.952)
-Added multiple language support
-Fixed and improved config file
-Fixed stalactite generation in air
-Fixed mushroom lighting
-Added dripping particles
Made by druha in vonDoomCraft style, get his download.
BalkondeurAlpha : Freerunner's Mod[1.7.10]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.12.0.1208 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
Golui : Sword Pedestal[1.7.10]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1286 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
Latest:GotoLink : Better Sand[1.7.10]
1.1 (forge 10.13.2.1286)
-Fixed network
-Added floating height option
1.0 (forge 10.13.2.1230)
-Updated to 1.7.10
-Removed golui-util dependency
Suggestion page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
Table of Contents
RenEvo : BurpTech[1.7.10]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
Satscape : Alarmcraft[1.8]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in mods folder (or mods/'mc version')
Notch? : Brewing Cauldron[1.7.10]
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
Clintonio : More Deadly Mobs[1.8]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in mods folder (or mods/'mc version')
1.0(forge 10.13.2.1230)
binarydoodler : Zipline[1.7.10]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 10.13.2.1230 with Java 7)
2/ Download this and put it in mods folder (or mods/'mc version')
integerArray : Armor Effect Mod[1.8]
Official author page
Mod installation procedure:
1/ Install Forge (latest release is compiled against Forge 11.14.1.1350 with Java 8)
2/ Download this and put it in mods folder (or mods/'mc version')
Requested Mod List:
1.2.0(forge 10.13.2.1230)
-from Coupon's mod updates:
--> MoareAI's mods
--> Grinde's Mods by slanter2010
-ShaRose hoverboat
-2D Craft
Any Problem ?
If you have troubles, find bugs, crashes or suggestions, please do report here...If it is linked with the mods I updated
I also suggest reading "Known Issues" of the mod you use.
If any, enable the log option of the mod before posting a log.
To post log, use pastebin.com or the spoiler button (red exclamation mark).
You can submit issues to Github too.
Far too much Asked Questions
Q: Update x !! lol
A: Read How to make an update request. You can take a look at the requested mod list too.
Q: Does this work in multiplayer ?
A: It should. If not, please report here.
Q: Does this work with ModLoader ?
A: Unless said otherwise in the installation procedure, my updates are using Forge API which has of course ForgeModLoader (FML). Trying to use another ModLoader will result in a crash.
Q: Can you add x city/wall/road type to Walled City/GreatWall mod ?
A: Sorry, I am not that good at building things, and it would take too much time to make.Give me a template for testing, then I could add code/options for it to happen where/when you want.
Q: Is it compatible with x ?
A: x is a forge mod without base class edit ? then yes, very likely. Anyway, you will have to test it for yourself.
Q: When x is going to happen ?
A: I can't predict the future. Go to your local medium/fortune-teller.
Q: Can I make a mod pack with some of this ?
A: Unless said otherwise, my update are open source and not my property, so in most cases, I don't have any right to grant permission, you'll have to ask the author for his official stance. But if you ask me, I would say I am happy to let you do what you want. I recommend you to not gain money from it though, as that would be slightly unfair.
Q: How to install Forge (before 1.6 "Horse" update) ?
A: Explained here. Briefly, start from a clean Minecraft folder. Copy whole content of Forge Universal zip into minecraft.jar, close it, launch Minecraft.
Q: How to install Forge (1.6 "Horse" update and beyond) ?
A: Use the jar installer. How to run is already explained all over the internet.
Q: What are the controls for x ?
A: You decide. They are in the controls menu.
Q: The version number didn't change after a fix ?
A: It is faster for me to replace a old version with a fix than making a new one. Click the main link and don't worry about it.
Sources:
Those are mostly for other modders, you won't need it to make the mod work.
If you are a modder, please tell me what you need it for, so I may help you
Check them on github.
Table of Contents
Licensing:As most work shown here are only continuation of older projects, they come under the previous license their respective owner choose to use.
In case such license is not explicit enough or not considered valid, I grant myself the right to put said work under this perfectly explicit and valid license:
Copyright © 2013-2015 GotoLink
This program is free software.
It comes without any warranty, to the extent permitted by applicable law.
You can redistribute it and/or modify it under the terms of the WTFPL, Version 2, as published by Sam Hocevar.
See http://www.wtfpl.net/ for more details. -
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Captain_Derp123 posted a message on Keeping Inventory - Tired of losing all those diamonds?Posted in: Minecraft Modsor you could just do /gamerule keepInventory true
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1
Eh, it seems like it just throws sounds at me without order. Wind sounds are way too close to the ground, there isn't any biome specific sound, and it doesn't feel like it has the spirit of the original.
1
I was wondering if you could add a feature to the Block Placer and Block Breaker: Prevent the front face from sticking to frames. I am trying to make a mining machine and elevator, but the frames moving off of the actuator carry the block placer with it, stopping me from developing my project. Same with the Block Breaker
Example:
This compact device is supposed to place a frame, and send it up, then add another. It also serves the function of retracting, breaking the blocks and putting them back in the Placer. Pistronics may do the function I want, but I can't trust it for some reason. Looks unreliable.
2
I can now confirm that the MSI_Conversion is indeed missing cave_rumble and food_draw. I will contact the owner of MSI_converion to solve this.
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I have a similar issue. I got the mod in, but it says I'm missing a file that I have in the exact spot it's supposed to be in. This mod should not be so difficult to install.
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