Although I have merged my accounts to keep creative control over my mod threads, I am by no means a fan of this decision. If this is anything like the Curse App, I give this place a few months left to live before the mass exodus of users and rebranding destroys everything of value this place once had. It's been a great number of years growing with the MC community and it's sad that this is how it ends. Minecraft deserved better... the forums deserved better... rest in peace.
0
The image is broken up into two halves. The top half is the background and the bottom is the overlay. I'll be separating them at a later date and making it much easier
0
With only a week off studies to do catch up modding work, I'm not making any guarantees that it will be soon. There is still a lot of work to do on this and it isn't the only mod I need to work on. The preview builds are just there to show roughly what I've got rewritten and working so far so people aren't left in the dark.
0
What's unfinished?
- About a third of the AIs or features are still missing
- The config hasn't been redone yet (many descriptions are wrong or yet to be removed)
- This are already crashing in 1.10 so there's still some stability work to do
- Fire rates could be configurable per entity, might be tricky for modded entities though
0
It represents the same value in the main config just specific for that tool. It's the limit of blocks it can excavate in one go. This way you can make a diamond pick harvest way more than stone so tiered tool progression is preserved.
0
Description:
A recreation of tree growing simulator for 1.10 and 1.11 rewritten from the ground up. Twerk or sprint to grow trees, crops or various other plants.
NOTE: Does not include RF power generators
Features:
- Any plant that works with bonemeal works with twerk
- Configurable radius, growth chance and cooldown
- Plant whitelist and blacklist option
Download:
Issues:
Please report issues to the Issue Tracker otherwise I'm likely to miss them. Be sure to describe your problem in detail including how to reproduce it and any relevant crash logs you may have.
Permissions:
Yes you may use this in your mod packs unless specified otherwise. You must also be abiding by Minecraft's EULA.
0
All hostile mobs (and some others) are affected by the AI hooks so almost any modded mob should be somewhat compatible (there is a entity blacklist config for preventing the hooks). I know Gaia mobs work fine with ESM but Lycanites will almost certainly not due to the strange way those mobs 'work' (I'm not a fan of them to say the least). There are plenty of configs for balancing the mod but you'll have to put some work in testing what works for you.
0
you mean the checkbox tasks? That's literally a button, nothing more.
0
If you simply remove the entry for those tools within that file it will restore their functionality to the default config settings.
0
Description:
Allows players to mine whole veins of ore, cut down whole trees or any other tool based action in one go. Simple easy to understand configs are also provided for mod pack developers such as tool or block black listings, size limits and tick rate.
Features:
- Mine whole ore veins
- Cut down whole trees
- Works with almost every tool
- Tool blacklist (can invert to whitelist)
- Block blacklist (can invert to whitelist)
- Configurable speed, size, distance and cost
- Control preferences per client
- Per tool overrides for pack developers
- Ore dictionary support for blacklisting and overrides
- In game configuration with no restart/reload necessary
- Built-in TPS guard prevents major game slow down
- Configurable shape mining
- Undo command in case of mistakes
- Customisable block grouping
Note:
- Wooden tools are disabled by default. Edit the overrides.json in your config folder if you'd like to use them. The reason for this is to provide an example for pack developers to refer to.
- Because of some outdated input libraries in Minecraft the excavation key may not work correctly on non-US based keyboards. Try refraining from binding symbols or special characters to this key.
Download:
Issues:
Please report issues to the Issue Tracker otherwise I'm likely to miss them. Be sure to describe your problem in detail including how to reproduce it and any relevant crash logs you may have.
Permissions:
Yes you may use this in your mod packs unless specified otherwise. You must also be abiding by Minecraft's EULA.
0
Sorry I don't know of any good tutorials for this yet though you could probably import a HQM quest line and use that as a reference. There is no limit to the quests*, you're free to make as many as you like and BQ will just take care of managing it for you.
*Java has a integer limit of 2.14B for quest IDs so technically there is a limit but you'll never reach it.
1
What could possibly be so important that I'd need to contact you directly? There's also a thing called Private Messaging for a reason. Just a warning but I don't normally take requests so if that's what you have in mind then you're out of luck.
0
Not likely.
0
Ambiguous AI just lets ESM modify mobs that may not be considered a 'hostile'. It's meant more for modded entities that have both neutral and hostile behaviours depending on certain conditions.
Setting firing distance above the awareness radius won't change anything.
Pathing Cap is per player. It's changed a couple of times over the years so the description needs refining (which will be done in 1.10). Even if a mob is 'stuck' they will still take up that cap. Normally closer mobs not within the cap will push the furthest out keeping the cap limited to the closest set of attackers.
I'll take a look at the boat placement in the rewritten version for 1.10. Speaking of which I'm considering doing an open alpha for the unfinished builds thus far.
0
I'm not going to magically make mob collision boxes smaller so that they can fit through half slab gaps. That would just be annoying to everyone. They can however dig to you via a 1x1 tunnel if they get their hands on a pickaxe.
0
It might have something to do with the fact they never look directly upward (digging is dependent on where they're looking but I could change that).