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    posted a message on EdgarAllen's Mods - Super Crafting Frame
    Hey EdgarAllen,
    Been using this for a long while. While applied energistics is king, it's bloated and takes far too much time and CPU/RAM I'd rather spend on more enjoyable mods. Posting because although you have said this mod is feature complete(heresy! :P) I do have one suggestion that might or might not be fun to code in.
    Linking to containers. Right now you can pull from one inventory, but that means always keeping it stocked with multiple items that are rarely related storage wise, and it has to be placed on that container. So my suggestion is to make a Super Linker, or whatever lol, sneak-right-click a crafting frame, then sneak-right-click a container/barrel and it links the two. Allow multiple links so a frame can pull all materials needed from a players storage area and the time spent in the crafting room is squashed ten fold. Thinking on drawbacks to this would be managing those links. To keep it simple and uncluttered, maybe a second button below the "pull from player/inventory" button could be a "clear links" button. I can't imagine needing much more than that. Shouldn't be any laggy ticks, just a quick for loop going over the linked containers until it finds all the materials needed if their not in the players inventory.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Lycanite(hopefully you see this),Just want to double check, if I upgrade to the latest I won't lose any items right? I'm using the very last version.

    Also, thank you for a night of terror, lol. Got trapped in the swamp at night, ambushed by a bunch of lurkers who blinded me and chased me around while I swung madly at anything and everything in sight. Was awesome, felt like i was in the movie Pitch Black.

    Also, note to self: do NOT mess with alpha makas'...
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    Quote from Tonkaslayer»


    I had this problem and I was because my portal controller was the the corner block of my portal. I moved the controller block to a space other than the corner and I was able to link it just fine. Not sure if that is the same problem but you might try it.

    Dang, ya, works just fine now! Thanks. That definitely should be on the wiki.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    Having issues creating a portal, keeps giving me the "cannot be created at this location". I looked around for the exact rules and the wiki is pretty vague, its a simple 4 tall 3 wide enclosed portal. I tried putting it right on top of a stone brick floor, then I tried plopping it into the floor so where you walk in is level with the floor and still no go. It's fully enclosed, no diagonal blocks. Any help appriciated.

    basically:

    OOO

    O O

    O O

    OOO



    is how it looks.
    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    using 1.7.10, and yes I have optifine. Tried placing some vanishing diamond frames and they vanish/appear seemingly at random and also at random intervals they seem to "wiggle" for a couple seconds. The vanishing glitch is probably optifine, but the wiggle is sooo strange i just can't imagine optifine doing it.
    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Glad you decided to post up on Not Enough Mods, I never check these forums, if it doesn't exist in NEM, it doesn't exist :P. Great freakin mod, although, I think I now have an addiction to laboratory doors. WOOOOSHHH.

    One thing though, people coming here from NEM might be confused, as the thread says 1.7.2, as well as the downloads, though they seem to work in 1.7.10 just fine.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite »

    Yea the flying AI isn't that great at the moment, however when I update to 1.8 in the future I hope to copy the 3D pathfinding of the Guardian mobs this way the water mobs and the flying mobs all should have better 3D navigation and this issue will then go away.

    Kewl, looking forward to that.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] [Forge] Obsidian Pack, Custom obsidian tools, weapons and armor [V1.2]
    Do the tools have higher enchantibility than diamond?
    Posted in: Mod Packs
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    So, I just found your mod and started playing with it this morning. And please note I only use railcraft/buildcraft for tech mods, no ultra armor/weapons mods. And because of that, well....I have never been so terrified to go mining! Fell out of my chair when the jabberwock attacked lol, that thing looks like a tim burton version of a reindeer. Had no armor at all just a iron axe, lived with 1 heart and a near real-life heart attack.

    I think the thing that I love the most so far though is the biome/area specifity. Lava pools are a great resource for use with my other mods so it balanced out nicely that the fire creatures spawned there, and the rock elementals to make getting ores and diamond that much scarier. One suggestion on the rock elementals, I noticed that they get stuck in rock, which made using tricks used to kill endermen(abusing their height with a 2 high block roof over you) very effective against them. Seems out of place that a rock elemental couldn't get to me through a couple blocks of stone. Have you thought about letting them meld(clip) through stone? Or make their bounding box smaller but leave them the same size, so it looks like they are sorta walking through the stone.

    EDIT: ya so even when digging a 1x2 tunnel and a rock elemental comes up, it just sits there, stuck in the tunnel.
    Posted in: Minecraft Mods
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    posted a message on Making An Adventure Map
    Quote from CDFDMAN

    Great Guide! I've been thinking about this a lot myself lately. I've released three maps so far, with more in the future. I would stress what you suggested ; start with the story first. So many adventure maps focus on fighting and fail to have a plot. Thanks for posting!

    What's funny is I stress story so much I get bogged down by it. I had to start just doing a light summary of the beginning, middle and end with a simple bullet list on major plot points and leaving it at that.

    Also, iteration is a good motivator when building maps. Start simple, then later do passes over the map, adding more detail with each pass. Helped me a lot so far with not wanting to give up on the map.

    Anyways, thank you for the guide, i found it useful.
    Posted in: Maps Discussion
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    posted a message on Custom NPCs
    Quote from Noppes

    Does not seem to happen for me.

    Ok, I spent the last 20 minutes uninstalling each mod one by one. After that failed to remove the mco.template.button text, I deleted optifine, still appeared. Then I went into the config folder and deleted everything. Failure. So I reinstalled the game, reinstalled your mod, and only your mod, and it still appears. I am using windows 7 64bit, intel graphics, laptop, g62 packard, 4gb ram, dual 2ghz processors.

    EDIT: also, I have the latest java, forgot to add that. Wish I had some kind of log for you :(. If it helps, none of the other buttons similiar to the select button are broken, just the select button.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    its the "select" button in several places that is showing mco.template.button. No way to spawn npcs with scripting either?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    if(!event.clearTarget){
    event.clearTarget = true;
    }

    Its a scripting thing and makes for cleaner code.

    I really wish there were standards with languages. Anything that is counter intuitive like that and considered "clean" at the same time....well, that's a shame. Been looking at the other scripting languages available on your website, I know lua so it'd be simple to use that but the lists...ugh. If I were looking for a clean simple language which would you recommend? Scala seemed interesting from the little I read.


    Also wanted to let you know that with latest forge/custom npcs, a lot of buttons show mco.template.button etc instead of the actual button text. Hard to know what a lot of the buttons do because its so long it cuts off the useful part.

    New question(no wiki, so not sure where else to look for info, website is a little bare): I added world lines, but how do i get them to say those lines? Had this npc in this room for an hour now and he hasn't said any of the four lines i put in.

    Also, I can't seem to find a method for it on the docs, but is there a way to change an npc model, or to spawn an npc? I can't find either.

    EDIT: ok i guess they do say lines, just took a while.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from Noppes»

    Where exactly do you see set and getClearTarget? I cant find them.

    On the scripteventdamaged page under methods
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    so, i figured out that it's a bad idea to do a damaged script:world.thunderStrike(x, y , z)

    because for some reason it spams thunderstrikes, even after the npc has died and lags out the client. Was fun to watch though :).

    Anyways, a couple questions...I'm just a lowly hobbyist programmer and never really figured out how to interpret documentation like the API doc you have on your website. Just need to know if I'm on the right track, so if it says ScriptJobHealer(noppes.npcs.entity.EntityNPCInterface npc) for example, then for those methods I need to use "npc.whateverMethod()" ?

    Also, what do setClearTarget() and getClearTarget() do? If it was just clearTarget() it'd be "clear" but the set and get are confusing.
    Posted in: Minecraft Mods
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